SF1: THE VOLTURNUS ADVENTURE, Part 2

SF1: THE VOLTURNUS ADVENTURE, Part 2

Last Revision: 2.26.2007

STAR FRONTIERS, WIZARDS OF THE COAST, and the WIZARDS OF THE COAST logo are trademarks belonging to Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used here without permission. © 2001 Wizards of the Coast. All Rights Reserved. The free distribution of this revised edition of the out-of-print game system is not intended to detract income from Wizards of the Coast.

ALPHA Section

Marooned on Volturnus, your party must have luck and intelligence to survive. The Kurabanda might know how to find the lost explorer you seek, but this planet of mystery is hazardous for even the best adventurers. Are you equal to the challenge?

This module is the second in the Volturnus series of modules for the STAR FRONTIERSTM game. It can be played separately or as a sequel to CRASH ON VOLTURNUS. For the best in adventure gaming products, look for the TSR logo on games, modules, and playing aids.

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This is the second in a three-part series of adventure modules for STAR FRONTIERSTM science-fiction roleplaying game. This module continues the adventure begun in the module CRASH ON VOLTURNUS included in the STAR FRONTIERS boxed set. To play this module, you must have one set of the rules for STAR FRONTIERS roleplaying game. It is strongly recommended that CRASH ON VOLTURNUS be played before this module is played. STOP! If you are going to be a player in this module, do not read any farther. The rest of the information in this booklet is for use by the referee only.

ALPHA SUBSECTION 1:

REFEREE'S NOTES
Before beginning play, the referee should read this module thoroughly, becoming familiar with the overall outline of the adventure and the details concerning the intelligent races encountered. The referee should spend extra time reading the "STAR FRONTIERS Briefing Update" so that he or she can fully play the parts of the alien NPCs the player characters will meet. During the play of this adventure, the counters and maps included in the STAR FRONTIERS game, as well as the large map of Volturnus included in SF0, will be used. This module is designed to be played by four to eight characters. If at all possible, these should be the same characters used by the players in the module CRASH ON VOLTURNUS. Two sections of the module have been bound into the center of the booklet as special pull-out sections. These sections can be removed by gently bending back the staples in the center of the booklet, removing the sections, and reclosing the staples. The "Alien Creature Update File" is a complete listing of all creatures introduced in this module. The "STAR FRONTIERS Briefing Update" contains a summary of new intelligent alien races encountered in the module. This summary is a supplement to the data in the STAR FRONTIERS System Brief in module SF0: CRASH ON VOLTURNUS. The rules in ALPHA SECTION of SF0 concerning survival and movement on Volturnus are used throughout this module.

You barely managed to escape with your lives by boarding a lifeboat and riding in it to Volturnus. Volturnus is a hot, inhospitable world, and your lifeboat crash-landed in the barren Volturnian desert. You wandered through the desert for days, nearly dying of hunger and thirst, before a band of Ul-Mor found you. (An Ul-Mor resembles an octopus with nine tentacles. The Ul-Mor are an intelligent race of desert nomads who ride a dinosaur called the loper.) After a brief, difficult attempt at verbal communication, the Ul-Mor demonstrated their primary means of communication. An Ul-Mor inserted its ninth tentacle into the base of your spine, and you found yourself in direct mind-link with a member of an alien race! The Ul-Mor explained that although you and your people were obviously starving, tribal law prohibits the sharing of food and water with those who are not tribe members. However, if you were willing to undergo the Ritual of Manhood and become tribe members, they would save you. You accepted their offer, and journeyed across the desert into the vast Forbidden Caverns. Shortly after entering the caverns, a cave-in separated you from the Ul-Mor. After a perilous Journey through the caverns you escaped and found the Ul-Mor camped nearby, waiting for you. After allowing you to rest and recuperate for several days, the Ul-Mor led you to The Place of True Warriors, where you would undergo the Ritual of Manhood. Though they did not take your weapons, the Ul-Mor gave each of you a spear and a straw dummy, then retreated to a safe distance to watch the ritual. Not long after, a tiger-sized creature moving at incredible speed approached you. This creature was a quickdeath. It had a long neck ending in a hideous head with four eyes mounted on stalks. Three small tentacles with suction cups hung from each side, and its whole body was covered with a natural reflective armor. Even as you studied the creature, it attacked you. The creature was a terrible opponent, moving and striking with incredible speed and viciousness. Despite the quickdeath's ferocity, you killed it and were accepted as The Ul-Mor then told you that they have seen people like yourselves living with the Kurabanda, a foolish tree-dwelling race. The Ul-Mor offered to guide you to the home of the Kurabanda.

ALPHA SUBSECTION 2:

PLAYER'S BACKGROUND
If your players have not played module SF0, read them this background section: Some months ago, you were contracted by the government of Truane's Star to journey to Volturnus, a newly claimed planet in the Zebulon star system. Your mission was two-fold; to explore the planet, and, if possible, to rescue the original exploration team, which had disappeared shortly after entering the Zebulon system. Since then, your lives have been anything but dull. Your starliner was hijacked by space pirates as soon as it entered the Zebulon system. 2

The Ul-Mor will escort the party from The Place of True Warriors to the fertile area (oasis) on the south side of the Burning Lands. The shard grass is extremely dense. BETA SUBSECTION 2: RANDOM ENCOUNTERS During the journey from the oasis to the shard grass plain. Movement through it even if party members use knives or improvised machetes to cut a path. The Ul-Mor say that the Kurabanda are frivolous. use your own judgment to handle the situations that arise. When they do.BETA Section This part of the module concerns the party's meeting and adventures with the Kurabanda. Player characters who question Athru about the Kurabanda will learn that the Kurabanda are an apparently intelligent race whom the Ul-Mor dislike. 1. use the following encounter and begin by reading this description: 3 . normal random encounter checks should be made. use the Random Encounter Table for the desert included in the module CRASH ON VOLTURNUS to determine the exact type of encounter. The route goes seven hexes southeast from the oasis. roll once each day and once each night for a random encounter. which will take 12 days. is at the rate of one-half hex per day. The referee may decide that the characters take less damage if they carefully clear a trail or take precautions against getting cut. The party will be guided through the caverns beneath the Burning Lands. arrogant and ugly. as well as through the Burning Lands. or fraction thereof) that they spend in it. The Ul-Mor will escort the party in the second stage of the journey from the oasis to the edge of the shard grass plains. Athru now tells you that he and his followers are needed elsewhere. A ROLLER PATH Eventually the party will find a roller path in the shard grass. then straight east for six hexes. The third stage of the journey requires crossing the shard grass plains in the directions indicated by the Ul-Mor. a tree-dwelling race living in the bachanda forests of Volturnus. then northeast for four hexes to the edge of the shard grass plains. Characters who fall into or on the shard grass will take 1d10 points of damage immediately. INTO THE SHARD GRASS Athru and his Ul-Mor have led you to the edge of a great plain covered with a strange-looking grass. 2. wasteful. and the party will have to choose its own direction across the plain. This sheath is razor sharp.5 meters and has a glass-like sheath around the main stalk. When an encounter is indicated. Should your player characters take a completely different route or do something completely unexpected. BETA SUBSECTION 3: BETA SUBSECTION 1: THE SHARD GRASS PLAINS The journey to the Kurabanda village will be made in three stages. This part of the journey will take eight and one-half days. Characters wearing skein suits will take half damage. PLANNED ENCOUNTERS The following are the planned encounters for the shard grass plains. The Ul-Mor will not accompany the party on this part of the journey. During this part of the journey. He wishes you luck and bids you farewell. but they will have no encounters on this part of the journey. An encounter is indicated by a roll of 1 on 1d10. and characters who attempt to walk through the shard grass will automatically take 1d10 points of damage for every day's travel (eight hours. The shard grass grows to a height of 1-1. He says that the Kurabanda can be found by traveling across the plain in an east-northeast direction.

Five Kurabanda are defending part of the large forest from space pirates who are out on a destructive raid. The forest floor is impassable. He cannot move and climb in the same turn. Success means that the character has avoided the attack. DM 1d10. Be sure to spread the pirates among several trees. If the party attempts to follow the rollers from a distance. as if by a huge weight. If the spitters attack. STA 300. they will encounter a small herd of 15 rollers (MV Fast. you see the searing blast of a laser pistol and hear a scream of agony! Immediately the air is filled with the sounds of battle coming from the trees directly ahead of you. 4 . Characters who fall suffer 1-5 points of damage. the paths themselves are not perfectly straight. A SPITTER HERD One day after first encountering the rollers. SD None). to enter the fight the player characters will have to climb the trees. one per square. If the party travels along any roller path for more than half a day. but there is a 10% chance per turn for each counter after the first that the branch the characters are standing on will break. If the party does not get into the fight the pirates will spot them and open fire on them as the party tries to get away or hide in the shard grass plain. one per square. DM 1d10. dropping the characters to the forest floor. SA See below. Range 2/5/10/15/20) 4. The spitters will graze peacefully and not attack unless one or more of the party comes within 10 meters or makes any loud or frightening noise. "Take that. they will move through the shard grass in random directions at a rate of one hex per day. A character may move from one tree to a directly adjacent tree if the difference in elevation is no more than 10 meters. Tree elevations are 10. The party will enter the map from the right (east) edge after climbing the vines which hang down from the trees on the right edge. Among the many shouts and screams. The shard grass does not provide effective cover against fire from a higher elevation. SD See below). At the start of the encounter the Kurabanda are all huddled in the tall tree adjacent to the right (east) edge of the forest map. Place the Kurabanda counters in this tree. IM/RS 7/65." The voice comes from a Human who is standing high in the trees near the spot where the monkey fell. This encounter uses the color forest map included on the large map sheet in your STAR FRONTIERS game set. If the party goes immediately to the aid of the Kurabanda. More than one character can be in a square. failure means that the character suffers normal damage. 30. The forest here is composed mainly of bachanda trees. they in fact are several little paths that wander through the grass in the general direction shown on the map. and extends in two directions like a corridor through the shard grass. A character in trees can move one square or climb up or down a distance of 10 meters per turn. you furry little creep. SA: Spits acid (ATT 80. (about 10 meters) you can see that the Human bears the unmistakable red tattoo which indicates membership in the Star Devil's band of space pirates! The party has just stumbled onto a raging battle between ten of the Star Devil's men and the Kurabanda. If a party member comes within 20 meters. 3. the rollers will panic and stampede toward the party. plus one point per meter of distance fallen. The elevation shown for each tree is the highest elevation from which someone in the tree can shoot. Even at this distance. Movement along a roller path is at the rate of three hexes per day. and a few stalks as well. This clearing is about 6 meters wide. using some of the numerous vines and tendrils which are hanging from all the trees near them. As you look around.As you push aside and work through the next strands of the shard grass. IM/RS 4/38. Range 5/10/15/20/30) SD: Immune to needlers. DM 2d10. 20. you hear a deep voice rasping. The trees are huge. SA See below. often 50 meters tall. they will reach the trees without being spotted by the pirates. DM 8d10. The trees have broad. SA: Can expel shards as ranged weapon to defend hindquarters (ATT 60. STA 120. The map scale is 10 meters per square. ATT 80. The ground of the clearing is covered with the acid used by spitters to dissolve the shards on shard grass. flat limbs from which sprout tendrils and smaller roots that anchor the trees to the ground far below. half damage from projectile weapons) As you work your way through the last patches of shard grass barring your way to the edge of the forest. At last you can see before you the dense forest spoken of by the Ul-Mor as the home of the Kurabanda. Place ten pirates at any location in the forest except the Kurabanda tree. The spitters are grazing in a large clearing. high in the trees you see the body of what appears to be a monkey fall from one of the trees to the ground far below. Any character hit by a roller must make a Reaction Speed check. ATT 20. FIGHT IN THE TREES This encounter will take place in the first forest hex reached by the party. 10 will fight while the remainder attempt to run away through the shard grass. and 40 meters. There are broken shards all over the ground. failure means that the character has fallen. you see a clearing before you. The shard grass has been completely flattened. Climbing the vines into the trees takes one turn per 10 meters vertical distance climbed and requires a Dexterity check each turn. Note that the map shows the general location of existing roller paths. At ground level the roots and tendrils of the trees are so tangled together that it is impossible to pass between the trees. the party will encounter a herd of 50 spitters (MV Medium. No damage is suffered for moving along such paths. A Kurabanda can move three squares in one turn and climb up or down 10 meters.

The village itself is built in the treetops. with weapons at the ready. you may have 20 Kurabanda enter from the east edge of the map as reinforcements. All characters in the trees are considered to have soft cover. Ermorada is the leader of the Kurabanda group. Any pirates who elude pursuit will get away in an explorer that lies . A character can sight characters at greater ranges as long as the line of sight does not pass through an empty square filled with a green tree color. one powerclip Notes: Y=Yazirian.) 28 30 20 33 23 25 33 15 33 Once the battle is over the Kurabanda will be busy tending their wounds and wondering who the strange new beings might be. The village hex contains an unusually tall tree and borders the desert. they will arrive now and take positions in the surrounding trees. He will ask questions such as "Who you? Why you come? Where you come from?" After a few questions. he will ask the party to come with him to the village. D=Dralasite M 35 camouflaged nearby. Gyrojet Weapons-1 Gear: Sonic disruptor.2: THE KURABANDA Name Lomonada Moloashu Kurmanada Juramanu Ermorada Skills: Gear: Notes: STR/ DEX/ INT/ PER/ STA RS LOG LDR PS IM RW M 30/50 45/25 45/45 60/80 2 3 23 23 35/55 45/25 35/35 50/50 2 3 23 23 20/40 60/40 50/50 35/35 1 4 30 30 50/70 65/45 40/40 40/40 3 5 33 33 30/50 75/55 80/80 60/80 2 6 38 38 Projectile Weapons-2 Bow. The Kurabanda will fight to the death. They will not show themselves unless the party refuses to come to the village. If the referee has not used the 20 Kurabanda reinforcements in the battle with the pirates. and one "long house" where the men of the tribe spend much of their time working on weapons and telling stories about great hunts or battles of the past. These Kurabanda have the same statistics and weapons as Lomonada. During the battle the nine pirates will fire at the party with laser pistols set at 4 SEU while the officer moves closer to use the sonic disrupter at point blank range. The pirates will not allow themselves to be captured alive. If Ermorada is still alive. Knife Remember to add +20 to the RW score with Bows. It consists of about 50 huts. 5. but not hostile. studying their appearance and equipment. and then attempt to flee through the forest. the party will not find the explorer. None of the Kurabanda will answer questions about themselves or their people. tangler grenade. and are filled with hatred for the pirates. They are extremely cautious. who stand 1. A character can sight any character in an adjacent square.1: THE PIRATES STR/ DEX/ INT/ PER/ Name STA RS LOG LDR PS IM RW Swag Raston 40/65 70/50 55/75 50/70 4 5 35 Skills: Beam Weapons-3. one with several bow-armed Kurabanda staying outside to "protect" them. If the party is in serious danger of being defeated by the pirates. They seem to be in some sort of battle frenzy. The surviving Kurabanda approach the party cautiously. but without touching anything. (If all the pirates are killed. 20 Arrows. the pirates will fight until five pirates are dead. Melee Weapons-1 Gear: Laser pistol. frag grenade. These guards will watch the player characters carefully 5 BETA 3. he will be the speaker.A target must be sighted before it can be shot at. Tell the player characters they have lost sight of the pirates in the dense forest. one of the local elders. These Kurabanda will also appear if the original Kurabanda fighting the pirates are all killed. If not. regardless of how hard they search. V=Vrusk. The party will probably be surprised to find that the Kurabanda speaker addresses them in a simple form of Pan Galactic.5 meters tall. even if pursued by the player characters. as they know the Kurabanda would torture them to death. The party will be taken to a special hut. You see that they are monkey-like folk with furry torsos. albedo screen. The Kurabanda will stare in stony silence at the party for several minutes. open buildings of various types. BETA 3. He is the son of Monorada. Finally one of them will speak. MEETING THE KURABANDA The fight is over. Each of them is wearing some type of amulet or necklace. any of the other Kurabanda may be the speaker. Any pirates who get off the edge of the map opposite the edge entered by the payer characters have succeeded in getting away. power beltpack Pirate 2 25/50 55/35 55/55 45/45 2 4 28 Pirate 3 60/85 40/20 35/35 55/55 3 2 20 Pirate 4 35/60 40/20 50/50 70/70 2 2 20 Pirate 5 25/50 65/45 30/30 55/55 2 5 33 Pirate 6Y 15/35 45/25 60/80 55/55 1 3 23 Pirate 7V 20/40 50/30 70/70 40/40 1 3 25 Pirate 8D 55/75 65/45 45/65 35/55 3 5 33 Pirate 9 20/45 30/30 50/50 45/45 1 3 15 Pirate 10 30/55 65/45 40/40 60/60 2 5 33 Skills: Beam Weapons-2. The Kurabanda village is located two hexes northeast of the northeasternmost extension of the shard grass plain. The pirates had come to raid the Kurabanda and kill some of them for sport.

He will ask why they fight the "Demon from the Sky. There are over 100 Kurabanda warriors in the village. He will also reveal that there were two other people like the party members. where they came from. and then will ask the party to join them as they hunt rollers with bows and arrows from their hang gliders! The Kurabanda will have prepared special hang gliders for any human or Yazirian party members. The party will be kept here for about five hours. and wives. Characters who do not land in the nets will fall in the shard grass at the edge of the trees. arrows. Use the encounter "Hunt in the Air" at this time. Player characters are supposed to land in the lower branches of the bachanda trees near the edge of the shard grass plain. He will present party members with small gifts (large gifts would be considered insulting) and give them the freedom of the village.until they can be presented to the Kurabanda chief. Remember that Auramanda will be favorably impressed already. Auramanda's next actions can be determined by consulting the following chart and picking the action which seems most appropriate under the circumstances: 1. with Auramada leading them. Insulted: Auramada will offer the party many. He is now ready to speak with the party members and decide what to do with them. In very broken Pan Galactic. Any escape attempt will be dealt with harshly. will take the party to the edge of the forest by the shard grass plains. much worse in his eyes. However. This is Auramanda. 6. and if wounded they will receive a visit from a Kurabanda shaman who will perform various ineffective magical ceremonies to heal them. In this encounter the Kurabanda. Vrusk and Dralasites will be expected to help work the safety nets the Kurabanda have set up in the trees to catch any persons using hang gliders who "miss" when they attempt to land in the bachanda branches. 3. who once stayed with the Kurabanda but were captured in a raid several weeks ago by the "Demons from the sky." which is what the Kurabanda call the space pirates. Around him are a dozen female Kurabanda. but there are also women and children. but the players have no way of knowing that at this time. built on several bachanda branches.worthiness of the party. He is chief only of this village. The marriages must take place immediately. He is resplendent in a headdress made of hundreds of colored feathers. HUNT IN THE AIR This encounter is used if Auramada wants to test the trust. a character must make a successful Dexterity check. His chair has numerous little wooden idols carved in the sides and at the top. Seated on this chair is an obviously old Kurabanda. In the past few hours he has consulted the warriors who brought the party to the village. This will make any insult. one on each side of the platform. no one will speak with the party. They will have the party climb to a height of 40 meters in a large bachanda tree. 6 . Greatly insulted: Auramada will have the player characters tortured to death. Chief of the Kurabanda. Finally. THE KURABANDA CHIEF After a five-hour wait. pendants and other pieces of jewelry. The referee will have to improvise much of this conversation based upon the answers given by the players to Auramanda's first questions. and his chest is covered with at least a dozen amulets. Otherwise. In order to land successfully." (The others are two members of the original exploration party. intentional or not. It may also be modified and used as an additional interesting encounter at anytime the party is with the Kurabanda. Distrustful: Auramada will have the player characters killed immediately by his warriors. and will offer the party a guide to take them to the outpost should they wish to rescue their friend. If the roll is unsuccessful.) Auramanda will tell the party that the two others are being held prisoner in a "Demon" outpost. the party did help his warriors fight the pirates. 7. etc. 5. what they are doing in the forest. and all would immediately pursue the party with the intention of killing them. he will ask the party members who they are. Complete trust: Auramanda will order a large feast to be given in honor of the party. Many are warriors. you are taken to a large open platform. the referee must decide whether Auramanda is favorably impressed by the party and trusts them or not. he will not give out any useful information until he is completely convinced that the party is trustworthy. many gifts of furs. He will invite the party to join him in a hunt. Also remember that Auramanda is in public in front of all his people. There is a 75% chance the character will land safely in the Kurabanda safety nets. 2. If the party members refuse. the character will fall. Yazirians have a +10 modifier to their Dexterity due to their gliding ability. 4. They will be given water and some roasted meat. You see that there are several hundred Kurabanda gathered in almost silent attention in two large groups. his elders and the shaman. Auramada will have them tortured to death. after all. Partial trust: Auramada wants to know more about the party before giving them any information. what they are after. Read the information on The Kurabanda in the pull-out section for more details on how Kurabanda will react to various statements and actions by player characters. You are led by two guards through the center of this crowd toward a large chair in the front center of the platform.

he will give them the feast and information described in the previous encounter. SA: Fires shards as ranged weapons (ATT 60.The Kurabanda hang glider is similar to an unpowered glijet. but treat even the most serious accidents as at least partly funny (the Kurabanda will find the crashes and falls of the player characters hilarious). Characters who make a deliberate or forced landing on the roller path will suffer no damage. they will immediately lose 10m of altitude. BETA SUBSECTION 4: EXPERIENCE POINTS Characters who did extremely well in this part of the adventure receive three experience points. they will stampede away from the direction of fire. treat this as a normal landing with no safety nets and no Reaction Speed check. Characters who fail the Dexterity check when landing will suffer 4d10 points of damage. Range 5/10/15/20/30) SD: Immune to needlers. If the rollers are fired upon. Auramada will be favorably impressed by their sense of humor and will trust them. DM 8d10. 7 . STA 300. There is a 60% chance per turn that the party will hit an updraft or downdraft (equal chance for either). SA See below. If it is an updraft. due to their gliding ability. The maximum altitude possible is 500 meters. Each turn they will normally glide 50m and lose 10m of altitude. Characters will take off from an altitude of 40m. Characters who crash in front of the herd will be trampled unless other characters land and drive the rollers away with their weapons. IM/RS 4/38. DM 1d10. If Auramada decides to trust the party. a glider can make one 45 degree turn. While airborne. Characters who did not contribute much to the adventure receive one point. If they fail. If anyone is forced to the ground. SD See below). If they hit a downdraft. ATT 80. Airborne characters may fire weapons as they pass above the herd. Auramada will be most impressed and will trust them completely. Each turn. characters will sight a herd of 50 rollers (MV Fast. Characters who were active in the adventure receive two points. half damage from projectile weapons If the party members kill a roller on this hunt. Yazirians have a +10 modifier to their Dexterity score. the party will immediately gain 50m of altitude.

STA 40. 2. The guide explains that he can go no further with the party. 4. GAMMA SUBSECTION 3: JOURNEY TO THE OUTPOST The party's guide has led them to a place where the forest and desert meet at the shore of the large lake. The queequeg pulls victims to its mouth once the harpoon hits.1: FOREST RANDOM ENCOUNTERS Die Roll 1-3 4-6 7-9 10 Encounter 1-10 scraaks attack the party 2-20 strangler chutes begin grazing in the treetop areas occupied by the party 1-5 queequegs attack the party. SD None). a raid by the party on the pirate outpost. Characters take 2d10 points of damage per turn from bite. SA Causes fall from tree. These flightless birds will leap from trees upon the party and attack with beak and claws. STA 180. The guide will lead the party three hexes east through the bachanda forest. SA Harpoon can strike at 5m distance. SA Accidental attack. STA 150. ATT 50. The party is walking on a bachanda branch infested with hollowers.Scraaks (MV Medium. Each encounter on the table can occur only once. Everyone in the party will take damage each turn from acid. SD Electrified tentacles). DM 3d10. GAMMA SUBSECTION 2: FOREST RANDOM ENCOUNTERS During the journey. The character must make a Reaction Speed check or else fall. Movement is at the rate of one hex per day.Queequeg (MV Fast. he will explain that Kurabana hate to travel in the desert and that their action will cause Auramanda to be very angry with them. use the following table to determine the type of encounter: GAMMA 2.Strangler Chutes (MV Slow. 8 . plus one point per meter fallen. re-roll until a different encounter is obtained. He says that the pirate outpost is about two days' journey in a southeasterly direction. Everyone must also make a Reaction Speed check or be stunned for 1d10 turns. roll for random encounters once per each day and once each night. 3. ATT None. If the party tries to force the Kurabanda guide to accompany them.GAMMA Section This adventure consists of a journey to the pirate outpost (red location 1 on the color map in the module CRASH ON VOLTURNUS). DM 2d10. IM/RS 6/60. SD None). suffering 1d5 points of damage. If they still insist 1. ATT 75. ATT None. IM/RS 7/68.Hollowers (MV None. SD Treat exoskeleton as skeinsuit). SA 10m vertical leap. if he is still alive) has been assigned to guide the party to the pirate outpost. OM/RS 3/25. and the party's return to the Kurabanda village. GAMMA SUBSECTION 1: JOURNEY THROUGH THE FOREST A Kurabanda guide (Ermorada. When a random encounter happens. along the shore of the lake. DM 3 points/turn. A random encounter occurs on a roll of 1 or 2 on 1d10. If an encounter is indicated twice. screech. The infested branch cracks when the first player character steps on it.

Jawfish (MV Fast. If more than one-tenth of the flock is killed. will be ignited by lightning. TRAVEL BY DESERT The referee handles the desert journey as in the standard rules. Use the following table to determine each encounter.1: OUTPOST PIRATES STR/ DEX/ INT/ PER/ STA RS LOG LDR PS IM RW M 30/55 55/55 50/70 50/70 2 6 28 28 Beam Weapons-2. SD None). the party must stay at least 100 meters from shore to be safe. As the party follows the lakeshore. Name Willy Malone Skills: Gear: ON THE LAKE The referee should roll for a random encounter once in each lake hex the party enters. The canal is too large and too regular in structure to have been made naturally by the action of flowing water. they will eventually reach the dry canal. Their 9 . A random encounter occurs on a roll of 1 on 1d10. Use the Desert Random Encounter Table from the module CRASH ON VOLTURNUS. one 50-SEU power beltpack. GAMMA 5. GAMMA SUBSECTION 5: PLANNED ENCOUNTERS The pirate outpost is located inland two kilometers from the Black Lake. Damage is automatic until the leech is killed. If it stays afloat. IM/RS 5/45. 5. Water from the lake appears to be normal. DM 3d10. SA None. Joey Wilson 45/70 50/30 45/45 25/45 3 3 23 23 Skills: Robotics-4. but will run away if he can. he will go with them. or by water. Near the shore. anti-shock implant. At some time during the storm. 2. one 50-SEU power beltpack. ATT 60. 50-SEU power beltpack Notes: Nickname “Whiz Kid” – outpost leader Kurt Sandovar 55/60 50/30 70/70 55/35 3 3 25 28 Skills: Environmental-5. The rest will flee. military skeinsuit.1: BLACK LAKE RANDOM ENCOUNTERS Encounter Whirlpool Storm and Fire Flopper Leeches: 10-200 flopper leeches will begin swarming aboard the party's raft or boat. due to the natural petroleum in the water. IM/RS 5/50. albedo screen.on forcing the guide to accompany them. one frag grenade. anti-shock implant. The outpost is surrounded by a high fence topped with barbed wire. IM/RS 5/50. anti-shock implant.Storm and Fire There is a 25% chance that the craft will be blown two hexes toward the center of the lake. one 50-SEU power beltpack. Jawfish: The party will be attacked by a jawfish Winged Rippers: The party will be attacked by 440 winged rippers. A leech attaches itself to its victim. after building a raft or boat from the forest materials. ATT 40. The pirates have been specially selected by the Star Devil to do secret research on the Edestekai and on the resources of Volturnus. submerged rocks and debris make sailing too hazardous. 3. Technician-4 Gear: Laser Pistol. Treat the lake water as a mild poison (S2/T5). SA Attachment. It is surrounded by desert terrain. DM 1d5.Whirlpool There is a 50% chance that the craft will capsize and sink. Notes: Nickname “The Wrench” Wally Jones 40/65 60/40 30/30 35/35 2 4 30 30 Skills: Beam Weapons-3. An encounter occurs on a roll of 1-3 on 1d10. SA None. DM 1d5. Have the party specify at all times the distance they are staying from the shore.Flopper Leeches (MV Slow. GAMMA SUBSECTION 4: JOURNEY RANDOM ENCOUNTERS IN THE DESERT The referee should roll for random encounters once each day and once each night. The storm will last eight hours. Thrown Weapons-3. There is one gate. 4. Melee Weapons-2 Gear: Laser Pistol. located in the northeast side of the fence. the petroleum on the lake The robots are 4th level combat robots with Attack/Defense and Search and Destroy programs. gauss screen. Any character who drinks the lake water will become mildly ill. Note that the water in the Black Lake is slightly poisonous (S2/T5). one doze grenade. STA 30. 1. SD None). GAMMA Die Roll 1-2 3-4 5-6 7-8 9-10 4. The party can reach the outpost by traveling overland. but actually has a high petroleum content. STA 100. Both methods of travel are detailed below. Careful inspection will reveal that it is probably not a natural phenomenon. Each encounter will occur only once. ATT 80.Winged Rippers (MV Fast. Notes: Nickname “Red Eye". albedo suit. The canal is about 5 kilometers wide. two 20-SEU powerclips. Medical-3 Gear: Sonic disruptor. OUTPOST PERSONNEL The outpost is inhabited by four Human space pirates and two robots. sonic screen. The outpost is a group of cheap modular construction units put together to form a single structure. SD Soft cover while in water). the craft will be dragged off-course one hex in a random direction. The referee must decide how long the lake will burn and the amount of damage suffered by the craft and passengers. TRAVEL BY WATER Travel on the lake by raft or boat is at the rate of two hexes per day. Computer-5 Sonic Stunner. STA 5.

The system is not obviously visible. The cameras are identical to the VISUAL SCANNERS described above. Their IM is 6. They respond to any weight of 1 kg or greater by sounding a warning in the Computer Room. Technicians who are searching for security devices can spot them with the Detect Alarms/Defenses subskill. There is a hidden control panel for this device in the north wall of the Garage. but can move at up to double this speed. Those listed as "obviously visible" do not need to be detected. kill the intruders. Level 5): These are cameras with laser rifles mounted on swivels. DM 2d10. Kurt Sandovar and "Red Eye" Jones will be in the Common Room (Room 3). Technician characters have a chance to deactivate the lock without setting off the warning. followed by two patrols of the interior corridors. they can be seen by anyone looking at the area where they are located. a warning appears on the computer screen in the Computer Room inside the outpost. he will send the second robot to attack and use the intercom system to alert the other three pirates. Doors with contact recognition locks are noted on the referee's map. STA 100. Any character touching the fence takes 4d10 points of damage. Regardless of when the party approaches the outpost. The patrolling robot's mission is to guard the complex and repel all intruders. The laser rifles hit on a roll of 60 or less and cause 5d10 points of damage. "Whiz Kid" Malone will be on duty in the Computer Room. VISUAL SCANNERS (Obviously Visible. If captured. those pirates will attempt to defend themselves. SD None). Technician characters can deactivate the fence by successfully using the Deactivate Alarms/Defenses subskill when working on the small control box located on the northeast corner post of the fence. INFRA-RED SCANNER (Level 3): This is an "electric eye". Locked doors are noted on the referee's map. If the party does set off alarms and the pirates are aware of their presence. powered by the main powerplant and have unlimited SEUs available. Upon receiving any alarm regarding intruders. Level 4): The visual scanners are cameras that continuously transmit television pictures to whoever is on duty in the Computer Room. Combat Robot (MV Slow. Level 3): An intercom system makes it possible to talk to any other location in the outpost. . it is assumed that the party has made it to each room without previously setting off any alarms. ATT 70. ARMED SCANNERS (Obviously Visible. None of the four pirates will surrender. Level 1): This fence appears to be a typical strong chain-link fence 3 meters high and topped with barbed wire. Voices over the intercom can be clearly heard at a distance of up to 10 meters (5 squares). Individual intercom units can be turned off by a switch on the unit. Repel is defined as sounding an alarm by intercom (if inside the building) and then shooting to kill. regardless of the threats the party may make. INTERCOMS (Obviously Visible. The lasers are 10 REACTIONS TO INTRUDERS One of the combat robots is always on duty in the Computer Room while the second robot patrols the hallways and the outside perimeter of the outpost. If an unauthorized thumbprint is presented. and alert the other pirates via the intercom system. The camera can "see" everything between the two arrows marking its location. a beam of infra-red light which sets off an alarm in the Computer Room if it is crossed or broken. DOOR LOCKS (Obviously Visible. Intruders are defined as anyone without a visible Star Devils tattoo or insignia.missions and functions are given in the encounter key. the patrolling robot will be exiting the door to the garage and moving outside to patrol. Any damage not blocked by the albedo screen will destroy the camera. the pirates will at all costs defend the lab (Room 6) and the computer room (Room 7). These descriptions include the presence of pirates and robots. All of these devices are explained in detail below. They will attempt to force the intruders to fight as many of the automated defenses as possible. Each robot normally moves 30 meters (15 squares) per turn. If the party keeps prisoners. ask to have the prisoners turned over to them for torture and execution. upon learning of this. Level 3): Each door in the complex without a contact recognition lock is fitted with one of these. The robots are armed with laser rifles and each has a 50 SEU belt powerpack. Each camera is protected by a jury-rigged albedo screen with 10 SEUs of power. Level 6): A lock that will open only when one of the four pirates or the Star Devil places his right thumb on a scanner panel on the front of the door or gate. If any of the pirates are encountered before any alarm is sounded. SA Laser rifle. IM/RS 7/70. PRESSURE PLATES (Level 2): These are hidden in the floor. the referee should keep track of what the pirates are doing and modify the room descriptions according to the pirates' and robots' movements. OUTPOST ENCOUNTER KEY This section contains detailed descriptions of each room in the outpost. out to a maximum distance of 20 meters. while "The Wrench" Wilson will be working in the Radio Room (Room 5). In any fight. SECURITY DEVICES The security devices that protect the outpost are shown on the referee's map. Guard the complex is defined as a continuous cycle of two clockwise patrols of the exterior of the complex. Use of this panel allows the device to be turned off for two turns. the Kurabanda will. ELECTRIFIED FENCE (Obviously Visible. they will not give the party any information and will not cooperate in any way. CONTACT RECOGNITION LOCK (Obviously Visible.

they swear and attack you. RADIO ROOM You see a desk with a radiophone on it against the north wall of this room. The drawers contain clothing and personal items of no real value. The copter's parabattery has just been recharged using the facilities in the garage. and a computer terminal. 3. LAB AND SURGERY As you enter this room you see in front of you a surgical table with lights. If the fight seems to be going against them. There are many large crates on the tables. The radiophone is obviously not working. these pirates will retreat toward Room 6 by the shortest possible route. rather like a lobster. 4. Star Devil pleased with latest experimental surgery results. In the northern half of the room you see several tables covered with laboratory apparatus. attack the party. The jetcopter can be flown if a Technician character successfully completes some minor repairs. The room also contains sanitary and washing facilities. a small stove. just above the large eye near the middle of the body. 5. Most of the crates contain food. he will immediately turn on his gauss screen.) sungoggles all weather blankets vials solvaway bottles vitasalt pills medkit envirokit 6. The two pirates are Kurt Sandovar and "Red Eye" Jones. The jetcopter is not outfitted with a radio. From the lower end of the body three shell-encased limbs with three joints extend. There are three chairs in the room. For each 5 turns the party spends searching the room they may find one item of valuable equipment from the following list. ending in tentacles apparently useful for grasping. The creature is not moving. three chairs. the smaller boxes contain common supplies or valuable equipment. However.) 5 4 4 3 4 1 1 ropes (15 meters ea. Characters who inspect the log book will find that one transmission is made every day at sunset from the outpost to someplace called "Slave City One. STORAGE ROOM This area contains shelves along both the north and south walls. Two pirates are in the room." The last log entry reads.will repair tomorrow. a large round table with cups. As you enter. LIVING QUARTERS There are four unmade bunks in this room. There are numerous tools and parts from the jetcopter scattered about the room. and several small tables scattered about the center of the room. There is also a robcom kit on the workbench. and other medical paraphernalia. 20 powerclips 1 power beltpack 12 frag grenades 12 doze grenades 2 incendiary grenades 5 charges of TD-19 (50g. obviously it can be opened to allow the copter to take off. GARAGE As you look into this area. This room is the pirates' living quarters. You notice that the ceiling is hinged. There are numerous beverage cans and books scattered around on the floor. The tools are standard tools from a techkit. His back is toward you as you enter. There is an intercom mounted over the workbench. "Problems with primary radio circuitry ." 2. A man with a techkit is repairing the partially dismantled radiophone. There is a chance he will be surprised by the party. The man is Joey "The Wrench" Wilcon. 11 . There is nothing here of particular value to the party. ea. There are two chests of drawers against the north wall. you see a jetcopter in the middle of the garage area. a deck of cards and a pair of dice on it. The center of the creature's shell has been cracked. and there is a work bench along the north wall. the other is lying on the couch.1. one is seated facing the door. notebooks. There are a large number of rocks of various kinds on the work tables. It has a human-sized peanut-shaped body covered with a hard shell. glasses. instruments trays. Lying on the surgical table is the strangest creature you have ever yet seen on Volturnus. This room is used only for radio communications between the outpost and the pirate mining town far off to the northeast. They will try to alert the other pirates via the intercom system as quickly as possible. The specific items found are left to the referee's discretion. If he is not surprised. The jetcopter has 150 structure points. COMMON ROOM You see a couch. and try to reach the intercom to call for help.

Intruders is defined as persons designated as hostile by the pirate directing the robot. Standing directly behind the pirate is a combat robot. Characters with Computer skills who successfully attempt to get information from the computer can learn that the pirates have discovered rich deposits of vibrillium and tomarillium in the hills of Volturnus. and are currently held prisoner at the pirate mining town in the hills. all level 3. 7. the Edestekai. level 1. this information is detailed in the Computer Room description. Of course. COMPUTER ROOM As you step in the door you see a large table with a computer about the size of a large suitcase. Characters with Computer skills can use the computer terminal to gain more information. it will not attack anyone with a Star Devils tattoo or insignia unless specifically ordered to do so by the pirate in the Computer Room. There is a complete envirokit on one of the work tables. Col. level 5. They were captured by pirates during a raid on the Kurabanda village. Note that entrance to this room is possible only through one door with a contact recognition lock. The computer contains a map and instructions for reaching the mining town. The robot will not attack if the pirate is killed before he has a chance to give it its orders. is a Human space pirate. The pirate is Willy "Whiz Kid" Malone. Installation Security and Information Storage. They escaped and lived for a time with the Kurabanda. Characters who were active in the adventure receive two points. The rocks on the work tables are geological samples which the pirates are analyzing. On Command is defined as after receiving verbal instructions from the pirate on duty in the Computer Room. the Dralasite. Life Support. POWER GENERATOR ROOM This room contains a type 1 power generator and a small reactor which powers the generator itself. living in the hills and have taken advantage of their religious beliefs to enslave them.The creature is an Edestekai who died while undergoing experimental brain surgery. and a printing machine. Jameson and Grod. somewhere on Volturnus. characters will learn that the pirates appear to have found good deposits of vibrillium and tomarium. a computer terminal. that they must serve and obey the Star Devil and his men. and convincing them that the voices they then hear are the voices of the gods. facing the door. and all passengers aboard were killed or enslaved. and Analysis. telling the. The robot's mission is to attack intruders on command. planting radio receivers in their brains. precious rare minerals. 12 . Seated behind the computer terminal. the voices are the pirates. Attack is defined as going to a specified location and shooting to kill the intruders. Malone will immediately order the robot to attack. After studying the notebooks for 15 minutes. Their ship was hijacked by the space pirates. Characters who did not contribute much receive one point. except for Lt. In addition. then alert the other pirates by intercom. They have discovered an intelligent race. GAMMA SUBSECTION 6: EXPERIENCE POINTS Characters who did extremely well in this part of the adventure receive three experience points. They accomplish this by capturing priests. 8. The computer also contains information on the fate of the original expedition to Volturnus. The computer is a level 3 model with the following programs: Computer Security. Along the north wall are a file cabinet and several shelves with various books.

ATTACK OF THE AIR WHALE (MV Slow. DELTA SUBSECTION 1: JOURNEY TO THE EDESTEKAI VILLAGE After repairing the jetcopter. 45 (10 tentacles). IM/RS 5/50. 13 PLANNED ENCOUNTERS Characters traveling by jetcopter will have the following two encounters. and as you draw closer. the party will encounter a violent electrical storm with hail and extremely high winds. or return to the Kurabanda village to gather more information. It will fire once per turn as long as the jetcopter is in range.8 minutes. SD: +10 to be hit. a strange intelligent race with a settlement to the east-northeast. it maintains a position below and in front of you. If the jetcopter should crash as a result of this encounter. if the copter's 150 structure points are reduced to zero the copter crashes. Chief Auramada will tell the party about the Edestekai. there is a clearing nearby where they can land." 1. SA See below. The jetcopter carries fuel for approximately 1. Range 5/20/50/ 100/200. HAILSTORM After the encounter with the air whale. SA: Can fire 1-6 laser shots per turn at targets above. Note that in this case. If the party maneuvers the jetcopter to avoid the air whale. the greater speed of the jetcopter will keep it safely ahead of the whale. Flying time through the storm at top speed will be 28 turns or 2. during which the referee can improvise adventures using Kurabanda hunts and feasting rituals. divided among all attacks. Recently. due to size. it will close with them and try to remain below them. SD See below) As your jetcopter makes good speed over the bachanda forest and you gaze at the terrain ahead. . the referee should roll on the Flying Vehicle Damage Table for damage to the copter. In addition. ATT 50 (as laser). use the Random Encounter Tables provided in this module for the forest and shard grass plains sections of their journey. The party will spot it at a distance of 5 kilometers (9 turns of flight if the jetcopter is at top speed. The air whale will fire a single "laser" type attack as the jetcopter passes above it. During their visit. DM 18d10.000 kilometers of flight at this top speed. The party will be welcome to stay with the Kurabanda for several days. The "mass of vegetation" is an air whale. DELTA SUBSECTION 2: RANDOM ENCOUNTERS If the characters journey on foot.DELTA Section This section of the adventure covers the actions of the characters from the time they finish their raid on the pirate outpost to the (probable) destruction of the pirate mining town known as "Slave City One. the party may either go to the pirate city using the information in the outpost computer. STA 500. DM 18d10 as laser. Each time the jetcopter takes damage from the laser. DELTA SUBSECTION 3: 2. who force them to work in tunnels underground.) If the party travels toward the air whale. The jetcopter has a maximum speed of 580 meters per turn. The Edestekai have a strange religion and worship many gods and demons. ATT 50. you notice far ahead and lightly below you what appears to be a mass of vegetation floating in the air! It is moving slowly. 2d10 per tentacle. the crash site picked by the referee should be any hex in the bachanda forest adjacent to the rocky barrens and north or northeast of the Black Lake. If they return to the village. the air whale will always use all potential damage as a single shot. The exact location of the storm is left to the discretion of the referee. The storm will cover two hexes (16 kilometers) in the direction of the party's flight. this settlement was enslaved by Demons from the Sky.

the pilot of the jetcopter must make a Reaction Speed check once every 8 turns to retain control of the copter in the high winds. The referee must by careful to present this information as if the Edestekai priest were telling it to the characters. the priest will explain that many of the priests in the village have had True Visions concerning the Star Devil. not the races who are with the Star Devil. As the procession approaches the temple. The first is the town itself. The ritual dance and chanting lasts for about 10 minutes. the crops are failing as all those able to do hard labor are dragged off to the mines every day. The priest will add that this is very puzzling to the Edestekai. DELTA SUBSECTION 5: PLANNED ENCOUNTERS THE EDESTEKAI VILLAGE The following encounters will take place if the party goes first to the Edestekai village. the sides are all made of columns of crystal and rock. Both will be visible to a party approaching by air from a distance of 4 hexes (32 kilometers). forming a ring around your party. THE EDESTEKAI TEMPLE The Edestekai temple is a three-sided pyramid about 10 meters tall. leaving the entire building open to the air. Tell the party that they see areas where the jetcopter can land safely near both the village and Slave City One. THE RITUAL OF WELCOMING As you step out of your jetcopter. water. or try to assault Slave City One immediately. you see about 20 Edestekai. and have heard the voices of the gods ordering the Edestekai to serve the Star Devil and obey him and his followers. Failure of the check indicates loss of control and loss of d100 meters of altitude. The other Edestekai will form a column with the party in the center. A party that visits the Edestekai first will have a much easier time fighting the pirates provided they can make the Edestekai understand that they have been tricked and enslaved. A priest will remain with the party and attempt to communicate with them. He forces the Edestekai to perform hard labor removing worthless dirt from deep inside the earth. purple and white scarf wrapped in a complicated way around the upper part of his body. for they are the chosen people. The party may either visit the Edestekai village to learn information and gain allies for an attack on the pirates. Many Edestekai have died from the bad treatment he gives them. another scarred figure appears in the top story and waves the procession off toward a small dwelling carved into the nearby hillside. The remaining Edestekai begin chanting.1. clicking their limbs together. Tell the party that it is obvious to them that the Edestekai want them to go somewhere. At the end of this time the Edestekai with the scarf (a priest) will lead the Edestekai toward the center of the village. He explains that this is done for all strangers. and apparently dancing in a complex pattern around you. The party can expect trouble from the Edestekai if they attack the pirates while the Edestekai are still loyal to the Star Devil. referred to as Slave City One by the pirates. The party is taken here and given some bread. The second is a small Edestekai village about 500 meters northwest of Slave City One. If the party questions the priest about the Star Devil. At this point. After a short time. 2. The priest will conclude that the gods must be testing their chosen ones. This is the Edestekai ritual for greeting strangers. REVEALING THE PIRATE'S TRICK The party will probably try to convince the priest that the Star Devil has tricked the Edestekai into slavery. They are not attacking or making any hostile gestures. While in the storm. The priest will give the party brief instructions on proper conduct among the Edestekai. armed with spears. and straw pallets covered with linen-like cloth. a dish that looks something like spinach. There are no solid walls. Furthermore. This Edestekai is wearing a red. Furthermore. the Star Devil is very cruel. there is a 15% chance every 8 turns that the copter will suffer 10d10 points of damage from hailstones. DELTA SUBSECTION 4: SLAVE CITY ONE There are two separate but related installations in the hex containing the pirate mining town. One steps forward from the group. This will 14 . It throws a handful of grain at your feet. so that they will not offend the gods or the Servant of the Gods (their name for the Star Devil). and that some day this torment will end. the referee should give the party the information about the Edestekai contained in the Briefing Update. The referee may choose to give the party hints along this line. Also. the party's polyvox will translate Edestekai speech. The column will march to the temple in the center of the village. Allow them to choose which they will go to first.

Search and Destroy. The combat robots are controlled by the computer. civilian skeinsuit. An Eorna group will suddenly arrive. and a power beltpack. if the evidence of surgery on Edestekai was not destroyed by the fighting there. The referee may improvise other encounters or adventures among the Edestekai using the information provided in the Briefing Update to provide ideas. sonic knife. Straub 45/70 80/60 45/45 50/70 3 6 Skills: Beam Weapons-4. If the party successfully reveals the Star Devil's plot to enslave the Edestekai. IM/RS 7/70. 3. However. a robot that is deactivated manually by use of the Activate/Deactivate Robots subskill cannot be reactivated by the computer. and almost no knowledge of surgery. Should the party attempt this. THE PIRATE BASE The large installation map included in the STAR FRONTIERS game is used as the map of Slave City One. However. which can activate or deactivate them as needed. The Eorna will use their hypnotic powers to prevent the party from exploiting the Edestekai. Simply tell the characters that they find themselves waking up and that they suddenly find that they simply cannot bring themselves to abuse the Edestekai in the manner planned. If the party attempts to attack the installation directly. The party may try to do exactly what the pirates have done. but will have no memory of what happened. military skeinsuit OTHERS: Avg Pirate Skills: Gear: 40/65 55/35 45/45 30/30 2 4 28 28 Beam Weapons-2 or Gyrojet Weapons-2 Laser or gyrojet pistol. Tactical play and combat take place on this map. DELTA 5. In some cases the party may come to the Edestekai village only after fighting the pirates at Slave City One. a persistent party should be able to slowly convince the Edestekai priests using demonstrations of how radio works. The party will be able to make a surprise attack. 15 . 8 security/combat robots. Their statistics are: Combat Robot (MV Slow. two conflicting sets of faked True Visions could cause the total collapse of Edestekai culture. The Edestekai will be very confused if the party has won the battle. The party may also think to fly some Edestekai to the pirate outpost. the Edestekai will reluctantly help the Star Devil's men capture or kill the party. 4. instantly or as a group (depending on circumstances) and plant in the mind of each character a total repugnance to the idea of exploiting the Edestekai. Each robot normally moves 30 meters (15 squares) per turn but can move up to double this speed. use technology to take advantage of the Edestekai religious beliefs and gain control over the society. Armed with spears. If the party is losing the fight. The party will be seized and imprisoned if they mock the Edestekai religion. and Computer Link. radio or electronics. albedo screen Blackie O’dell 35/60 40/20 45/45 50/70 2 2 Pearl Jones 25/25 55/35 45/45 40/60 2 4 “Goldtooth” 35/60 55/35 70/70 60/80 2 4 Smokie Jo 50/75 60/40 55/55 40/60 3 4 RW M 40 40 Name Edestekai SPECIAL NOTES FOR THE REFEREE 1. STR/ STA 50/50 DEX/ RS 75/65 INT/ LOG 70/50 PER/ LDR PS IM RW M 40/40 3 7 38 38 land safely within the complex. Medical-1 Gear: Laser rifle and 50-SEU power backpack. However. The pirates will assume that their comrades from the outpost are in the jetcopter. if the party will lead the attack. it is a test of the strength of Edestekai civilization. the Eorna will intervene to prevent it. the priests will denounce the pirates as blasphemers and devils. DM 2d10. 2 pistol Jetclips. For convenience the statistics of all these NPCs are given together here. They have the following programs: Attack/Defense. The module contains a smaller referee's map that identifies all the buildings and shows the anti-aircraft defenses of the city.not be easy. Martial Arts-1 All officers (except Captain Straub) have: Gyrojet Pistol. THE PIRATE'S ROBOTS All eight robots are 4th Level combat robots. but they will probably be destroyed by superior numbers. 8 pirate officers. A robot takes one turn to climb up or down a guard tower ladder. stunstick. 10 prisoners of player character races and 50 Edestekai slaves.1: THE PIRATES OF SLAVE CITY ONE STR/ DEX/ INT/ PER/ Name STA RS LOG LDR PS IM OFFICERS: Capt. because the Edestekai have no knowledge of electricity. without help from the Edestekai. they will be able to 20 20 28 28 Rummie Bill 45/70 50/30 35/35 40/60 3 Bull Blackman 60/85 55/35 65/65 30/50 3 Mister "M" 45/70 65/45 30/30 50/70 3 Skills: Gear: 4 4 5 28 30 30 28 33 28 30 30 30 33 All officers (except Captain Straub) have: Projectile Weapons-3. one doze grenade. They will still believe that the Star Devil is the Servant of the Gods. 100 enraged Edestekai fertilizers will join the attack to exterminate the pirates. The party must show that the True Visions regarding the Star Devil are false without insulting Edestekai religious beliefs or the belief in True Visions. 2. and perhaps even a demonstration of minor surgery. and will sentence them to death. The priests will offer to mobilize the village in an effort to destroy the pirates. ATT 70. The hypnotized characters will awaken feeling very refreshed. or whatever weapons the party provides. STA 100. two appropriate clips. Slave City One is inhabited by 32 space pirates. SD None) Each robot is armed with a laser rifle set at 5 SEU. SA Laser rifle. The Eorna are willing to let the pirates do what they are doing for a time.

" The remaining seven pirates will be killed quickly by the Edestekai once they enter the city. The robot's mission is to defend the complex and destroy all intruders upon command of the computer. GUARD POSTS These are towers above each corner of the fence. SLAVE CITY ONE: REACTION TO ATTACK The encounter key lists the normal day and night locations for the pirates in the outpost. 6 and 7. water and medical attention. 4 combat robots MINING RECORDS OFFICE: Goldtooth. dead after weeks of torture by the Star Devil's men. and the building in which the main headquarters is located. The fence is a Level 2 security device and can be shut down from any guard post or the Computer Center. the stockade. If the party launches a coordinated daytime attack with the help of the Edestekai. bar. It will take them 5 turns from the time they are awakened to be dressed and ready for combat. The others will be on position in five turns. Defend is defined as sounding an alarm and then going to an assigned area under attack. 4 pirates MAIN HEADQUARTERS: Pearl Jones. If the player characters attack at night. in the square marked "L" on the referee's map. One of the strips of cloth has a nametag on it. If all officers are killed. PUNISHMENT/ TORTURE CELLS These barren rooms are secured by Level 6 contact recognition locks. as well as contact recognition locks and door locks similar to those found in the pirate outpost. most are barely able to move around. 2 pirates. as they have been so ill-treated that they are unable to join in the fight. during daylight hours only. 3 pirates LASER: 2 pirates RECOILESS RIFLE: 2 pirates GUARD POST: 1 combat robot each 2. During daylight hours there will be no one here. 3. The weapon has a 360 degree field of fire. If the party manages a surprise attack by day or night. Destroy is defined as shooting to kill escaping slaves. The edstekai can identify the garage. or anyone designated as hostile by the computer. The main gate has a Level 6 contact recognition lock that will open the gate for any pirate. the pirates will concentrate on defending key locations. Use by unauthorized personnel sets off the alarm in the Computer Center. the Edestekai will not be able to enter the city until after the player characters deactivate the electric fence. If an officer is killed. 3 pirates ARMORY: Captain Straub. Bull Blackman. ANTI-AIRCRAFT LASER MOUNT There is a heavy laser mounted on a platform on the roof of the barracks. except on direct orders from the computer. M. so the referee needs to run only the battles involving the player characters. and numerous cheap books. Room 7 contains nothing but some blood stains on the floor and the torn remains of a military shirt. The gate guards will be in position when the party attacks. bath. SECURITY DEVICES Slave City One uses an electrified fence. Unknown to the party. holovison projector. 6 pirates GARAGE: Rummie Bill. PERIMETER AND GATE: The perimeter is a 3meter high electrified fence. In fact.SLAVES AND PRISONERS Statistics are not needed for the slaves and prisoners. SLAVE CITY ONE ENCOUNTER KEY 1. the cells. It is manned by an average pirate. 4. Refer to GAMMA SUBSECTION 5 for a description of these devices. the referee will have to improvise the pirates' defense of the city. All need food. STAR DEVIL'S PERSONAL QUARTERS This lavishly furnished small one-room building contains a bed. with the lettering which reads "JAMESON. The Edestekai will capture their assigned targets in 5 to 15 minutes. Smokie Jo. There is a shield mounted over the bed with the Star Devil's personal insignia on it. 3 pirates COMPUTER CENTER: Mr. If the party attacks the city in cooperation with the Edestekai. several art objects (worth a total of 5. Inside Room 6 is the corpse of a Dralasite. all pirates in that location 16 . They are not sure of the purpose of the other buildings. this is Grod.000 Credits). BARRACKS This is one of the barracks for the pirates. mainly adventure novels. The robots will not shoot at anyone bearing a Star Devil's tattoo or insignia. will surrender. Room 5 is empty. The Edestekai cannot deactivate it themselves. 5. Each is occupied at all times by one combat robot. The locations and their defenders are: GATE: Blackie O'Dell. the entire complex will surrender. there will be 16 pirates sleeping in this barracks.

17 .

facilities to qualify as a hospital for purposes of performing surgery. The stockade fence is a simple hardwood fence with a Level 1 lock on each gate. The total value of the ore here is 250. one average pirate is on guard duty here. MINING RECORDS OFFICE This office contains records pertaining to ore shipments. This is the central office of the mining operation where reports are made. 13. There are also two beds and sufficient 18 . 21B. During daylight hours there are two average pirates here at all times. Analysis 4. GALLEY AND FOOD STORAGE This building contains enough canned and fresh foods for 3 months. There are four average pirates and officer "Goldtooth" here during daylight hours. there will be 12 pirates sleeping here. 10. in the square marked "R" on the referee's map. One or more officers will try to get to this room if the town is attacked. The two doors to this area have Level 6 contact recognition locks which will open only for a pirate officer or the Star Devil himself.000 Credits. M and two pirates with Level 5 Computer sills work here in the daytime. RECOILLESS RIFLE MOUNT A recoilless rifle on a platform mount is on the roof of the Officer's Barracks. At night. The logs show numerous conversations with the Star Devil. 18. Blackie O'Dell and two average pirates work here in the daytime. Installation Security 2. ROBOT MAINTENANCE Two average pirates and Rummie Bill work here during day. These are the same officials mentioned in the files in room 14. who is currently aboard a spaceship somewhere near Volturnus. BARRACKS This barracks is identical to Building 3. In the event of an attack. 17. no pirates are on duty here. This room contains four deactivated combat robots and two robcomm kits. 11. etc. GARAGE AND VEHICLES This building houses one jetcopter and one explorer.light hours. and one round already loaded in the gun. SICK BAY This facility contains a complete medkit and 10 doses of each of the available drugs usable by characters with Medical skills. During daylight hours there will be 3 pirates working on vehicles and performing miscellaneous duties here. LAB This lab contains equipment and tools necessary for simple experiments and analysis of geological samples. Returning this information to Truane's Star will qualify the party for a large bonus. Information Storage 1. PRISONER COMPOUND This large oval stockade contains 50 Edeskekai slaves and 10 prisoners from ships raided by the space pirates. ORE STORAGE AND SHIPPING This area contains raw ore of vibrillium and tomarillium being prepared for shipment. Language 3. At night. COMPUTER CENTER This room houses the main computer for Slave City One. EMPTY CORRIDOR 19. There is an open doorway in the wall between 21A and 21B. All the officers are here at night. The prisoners are so weakened from malnutrition and overwork that they are unable to assist in combat even if freed. three parabatteries of each type. Commerce 3. a kitchen area. 16. Pearl Jones and Bull Blackman. During daylight hours there will be two average pirates here. During the day 4 pirates will be asleep here. 8. At night there will be one average pirate here on guard. 15. RADIO ROOM This room contains a subspace radio and the logs of recent transmissions and messages received. MAIN HEADQUARTERS This large area looks much like a business office with desks. and two techkits. 20. 23. and with various corrupt government agents on Truane's Star. 22. There is one geoscanner here as well. files. none are here during daylight hours. It is a Level 4 computer containing the following programs and program levels: Computer Security 5. Robot Management 4. orders issued. The gun is manned in daylight hours only. OFFICER BARRACKS This is a more luxurious barracks for the officers in the town. Working here during daylight hours are seven average pirates and Captain Straub. There are 10 rounds of ammunition beside the gun. SHUTTLE LANDING PAD This flat. ARMORY The pirates store extra weapons here. and a dining area for the pirates. 25. Stored in the room are: 24 frag grenades 10 stunsticks 100 recoilless rounds 30 power backpacks 24 doze grenades 10 laser rifles 2 needler rifles 20 needleclips 24 tangler grenades 100 powerclips 1 holo screen 9. 24. and computer terminals. At night. the robots will be automatically activated by the computer. 12. equipment for recharging power packs. 21A. Industry 2. concrete landing pad is used when space shuttles occasionally land at Slave City One. one average pirate is on guard. Mr. The records show that the ore is shipped monthly to agents of the Star Devil who occupy offices in the mining bureaucracy on Truane's Star. Other items here include enough jet fuel to fill a jetcopter twice. 14. by an average pirate with 2nd Level Projectile Weapons skill. The programming and mission of these robots is the same as that of the robots in the guard towers. Normally.

If the party attempts to follow the Eorna. the rest will take 1d10 points of damage from general maltreatment. They are known to live beneath the Ruined City.The location of the Star Devil's main base is NOT listed in the computer. 26. The Edestekai will tell the party that this creature is one of the messengers of the gods. and will state that the ores stored in building 13 is the fifth shipment which has been prepared. 19 . they come and go rapidly and secretly. This provides a basis for the referee to design some additional exciting adventures.) FINAL REFEREE'S NOTES Any space pirates taken prisoner during the battle will be claimed by the Edestekai and executed in the traditional fashion reserved for blasphemers. The creature has a long. THE FINAL ENCOUNTER At the conclusion of the battle. Those who did not play well at all should receive only one point. Tortured prisoners will take 2d10 points of damage per day. one average pirate is on duty here to maintain the generator. Those who took an active part should each receive two experience points. read the party the following description: As you stand amid the ruins of Slave City One. DELTA SUBSECTION 6: EXPERIENCE POINTS At this point. slender neck and a small head with large eyes. you see in the distant desert a solitary figure surveying the wreckage of the pirate town. in its arms. The purpose of this encounter. Characters who did extremely well receive three experience points. However. The messengers of the gods are very mysterious. it will rapidly disappear over the horizon and escape. Pirate prisoners will be able to give the party details about the pirate mining operation. and are rarely seen. the computer does contain a list of several planets on which he has operations. The creature is an Eorna who has rescued Jameson from the carnage of the attack and from the torture of the space pirates. somewhere near the Pool of Pure Water. they will be held prisoner by the pirates and tortured for information. assuming the party wins. If the party should lose the battle at the pirate town. Let the party remain as prisoners until they either find a way to escape or are all dead. and small forelimbs or arms. the creature is carrying the unconscious Lieutenant Colonel Louis V. large hind legs. run by two average pirates and Smokie Jo. This creature is a tall fur-covered animal with a large tail. is to cause the party to go and explore the ruins in hopes of finding Jameson alive. Jameson. POWER GENERATOR This building houses a Type 3 power generator. They will not be able to give any information about the Eorna or about the current location of the Star Devil. of course. the party should be awarded experience points. At night. (The exact planets are chosen by the referee.

ATT 50. IM/RS 6/60. If the party is flying over the area they will find an open area a short distance off the map where the jetcopter can be landed safely. They enter and leave through the rubble-strewn crack in the wall. However. Slither (MV Slow. STA 40. The large baboon is the strongest male. a large. Thus. the tangler vines look just like the harmless vines. This is the Pool of Pure Water mentioned by the Edestekai. the first random encounter will be 1. IM/RS 7/65. DM 1d10. SA S5/T10 poison) The party has stepped too close to the burrow of a burrower snake. EPSILON 2. DM 1d2 sting. the encounter takes place before the party is told the results of their search. The tangler vines will attack with surprise. DM 1d5. there is a chance that the party will have a random encounter. The scale is 10 meters per square.1: VOLKOS RANDOM ENCOUNTERS TABLE 1. STA 100. As you approach it. The chance is 1-2 on 1d10. SA S5/T5 poison. the 20 . SEARCHING THE RUINS The player characters have learned from the Edestekai that there is an entrance to the underground complex nearby. Only squares that are at least half full with part of a building can contain the entrance. Anyone who enters the map area will be considered a threat. 3. ATT 50. DM 2d10) If the player characters move toward the water pool. they will have no difficulty in flying to the ruins. howling madly. THE MAP The referee should use the small map of the ruins shown on the large color map in the STAR FRONTIERS boxed set. EPSILON SUBSECTION 1: THE EORNA CITY If the player characters are flying in their jetcopter and take care to avoid air whales. the referee must improvise. The player characters can search the ruins to find the entrance. hairy. The mound is a slither and will attack them with surprise. ATT 30. There are four possible random encounters. SA sleep thorns. It will take all of them to search one square per turn. SD None) Five Mordax will attack the player characters. As the party approaches the center of the area they will see the oval pool in the center. 4. If an encounter is rolled. ape-like creature runs out from a crack in the wall of the large circular building near you. The water pool is part of their territory. IM/RS 5/50. 2. He begins to jump up and down. fresh water. STA 400. ATT 75. If his EPSILON SUBSECTION 2: RANDOM ENCOUNTERS In each square they search. but they do not known exactly where. SA surprise. The building being searched is covered with tangler vines. STA 10. using the encounter table in this module and the ones in the module CRASH ON VOLTURNUS. EPSILON SUBSECTION 3: PLANNED Encounters THE VOLTURNUS BABOONS (MV Medium. and beating the ground with a large club! A pack of Volturnian baboons live in the round building on the map. second will be 2. It will attack a member of the party chosen at random. Tangler Vines (MV None. ATT 45. SD age retardant fruit) Most of the buildings are covered with usually harmless vines. read them the following description: The large pool is filled with clear. If for some reason the player characters journey overland to the ruins. STA 15. and so forth until all four have taken place.EPSILON Section This section of the adventure is concerned with the party's exploration of the ruins of the Eorna city and their contact with the Eorna civilization. Burrower Snake (MV Slow. They will occur in order. DM 6d10. If the player characters have not found the entrance by the time they search the last possible square. two attacks in same round) The player characters are searching a building near a plantcovered mound. IM/RS 8/80. IM/RS 5/45. Mordax (MV Medium. the referee should allow them to find the entrance in this last square. The chance of finding the entrance is 1 on 1d10 per turn.

partially ruined. The machine will drive a player character insane unless the player character makes a successful Intuition check. To anyone except the Eorna. Yazirians. The rooms and caverns are connected by corridors. ATT 80. 2. The Eorna manage to keep the deeper levels of the complex functioning. Three Rasties will attack the player characters. They will form a rough semi-circle around their leader. Eorna science makes great use of crystals. ATT 40. SA None. The ceilings of the rooms and regular corridors are 10m tall. IM/RS 2/18. DM 1d2 bite. A referee's map of the underground complex is included. ATT 75. The ceilings of the cavern and its dug out corridors are only 5m tall. the machine cannot be distinguished from the hundreds of crystal sculptures that fill the ruins and the underground complex. EPSILON 5. Bizarre abstract crystal sculptures are scattered through the corridor. DM 2d10. as well as room 1-5. Some of the crystals are fused or joined together in some way you do not immediately understand. Flitter (MV Medium. IM/RS 7/65. DM 2d10. Rooms 6-17 and the corridors between them are lit mechanically by crystal lamps. The technology. IM/RS 7/70. PROGRAMMED INSANITY MACHINE As you enter the underground passageways.1: RANDOM ENCOUNTERS TABLE . is alien. They will only attack if they are attacked. One dropper will attack a player character chosen at random. The Eorna have studied Humans. Large Baboon (MV Fast. STA 150. SA disease. IM/RS 5/45. STA 75. the better the condition of the rooms. you come to a large dilapidated room filled with these strange crystals.mouths searching for lichen to eat. DM 1d10. SD None). SA None. The caverns look as though they were recently constructed. and mold. Rastie (MV Medium. 4. SD None). ATT 50.challenge does not frighten away the player characters. however. facing the player characters. IM/RS 3/25. not attack. Note that the complex has six levels. The rooms were built at the same time as the ruins above. STA 150. The cavern (7) and its connecting corridors. ATT 45. 10 more baboons will run out of the building on the next turn. the area from where the Great Mission is coordinated. The scale is 1 square = 10 meters. Ten flitters fly near the party. It will not fight unless it is attacked. IM/RS 8/80. 21 EPSILON SUBSECTION 5: RANDOM ENCOUNTERS While the party is in the underground complex. Eorna technology emphasizes mental control and the study of the mind. the baboons will only threaten. Any technician trying to understand Eorna technology will have a -20 modifier on all rolls for dealing with alien machines. EPSILON SUBSECTION 6: PLANNED ENCOUNTERS KEY TO THE EORNA COMPLEX 1. SD None). STA 20. with walls and ceiling covered with lichen. SD None). The further the player characters go. DM 4d10. with lichen and fungus growing on the walls. and the Eorna use technology to support their natural hypnotic abilities. some with stairways. you note that they appear to be old and decaying. roll each turn for a random encounter. After walking a short distance. Roll 1d5 on the Random Encounters Table for the exact encounter. the more they should begin to suspect that there is a culture on Volturnus able to build and maintain advanced technology. The baboons will do their best to frighten away the player characters. SA stampede for 2d10 turns per shovelmouth. they can enter the complex beneath the ruins. 3. At first the rooms will be in sad shape. fungus. each 30m below the previous one. Level 6 is the Eorna commands center. Dropper (MV Very Slow. STA 60. One Korrvarr is roaming the corridors hunting for food. Dralasites. DM 3d10. The Shovelmouths will attack only if they are attacked. ATT 70. SD None) Die Roll 1 2 3 4 5 Encounter 1 Dropper 10 Flitters 1 Korrvarr 3 Rasties 4 Shovelmouths 1. The player characters encounter four Shovel. Level 6 is 180m underground. STA 10. SA lock jaws and rend for 1d10 points per turn. are unlit. The further underground the player characters go. An encounter occurs on a roll of 1 on 1d10. Korrvarr (MV Slow. and Vrusk long enough that Eorna mind machines will affect the player character races. As long as the player characters do not attack the baboons or try to drink the water from the pool. A mind-controlling machine guards the underground complex. SD immune to projectile weapons). Shovelmouth (MV Medium. 5. The other baboons are armed with clubs and stones. SA attract 2d10 droppers in 1d10 turns. EPSILON SUBSECTION 4: THE UNDERGROUND COMPLEX Once the player characters have found the hidden trap door. The complex consists of a number of rooms and caverns.

The attack will be as if with a sonic disruptor pistol. In reality. ATT 50. Note that rogue crystals have different chances of success for ranged weapon attacks (50) and melee attacks (60). If someone else changes the victim's position. victims walk 22 . Consult the following table: Die Roll 1 2 3 4 5 Type of Insanity Paranoia Catatonia Psychosomatic Disease Manic Depressive Personality Split Personality (MV Slow. gauss. When manic. The victim will suddenly see on of his or her friends turn into a Sathar. Psychosomatic Disease is the victim's belief that he or she is physically ill when in fact he or she is not. the victim will stay in the new position. Five turns after the player characters enter the room. 3. Catatonia Disorder is a total inability to respond to events or stimuli. Since the disease is psychosomatic. as if the victim had accidentally seen through a holo disguise. The victim will not respond to danger or pain. The victim is feverish and suffers cramps as if due to a -10/D1 disease. He or she becomes completely wrapped up in his or her own feelings of futility and tends toward extreme self-pity. Two rogue crystals will fire energy beams when the party comes within point blank range. Those who fail will see an illusion of an endless corridor. The effect will last 3d10 turns unless cured by a character with Psychosocial skills. There is nothing remarkable about the room except that it contains more than the usual number of shaped crystals. The victim's belief is so strong that he experiences symptoms. DM 5d10. STA 110. DM as weapon. EMPTY ROOM This room is completely empty. and is overenthusiastic about everything. SD See below) This 20m by 30m chamber contains a large number of weirdly shaped crystals. The process will take 10 turns. The victim believes that one other player character is actually a Sathar in disguise who is trying to kill the other player characters. possibly becoming completely different each time. ATT 60. When in a fit of depression. it will switch to a different type of energy and attack again. The -20 modifier for dealing with alien technology applies to all attempts to identify alien technology. The insanity type is determined randomly by rolling 1d5. SA See below. 4. and sonic defenses. exerting more energy than is necessary. If a rogue crystal's attack is nullified by a sonic screen. SD: Takes half damage from weapons affected by albedo. the machines will activate automatically. PROGRAMMED ILLUSION MACHINE This room contains an illusion generation machine. The victim will be unable to move or talk until successfully treated or until the programmed insanity wears off. DM 5d10). 5. The victim will be -10 to hit until successfully treated or until the programmed insanity wears off.2. the victim will be hyperactive. The victim's Reaction Speed is halved to reflect this general slowness. laser pistol or sonic disruptor. The victim talks faster and more loudly than usual and runs when only walking is necessary. Any player characters still in the room when the process is completed will be in cryogenic sleep. ROGUE CRYSTALS Characters who fail the check are affected by one of five types of insanity. The entire room will become a cold storage area. the victim is quiet and slow to react. Manic Depressive Disorder is a change in the basic personality of the individual. normal treatment will not relieve the symptoms. Split Personality Disorder causes the victim to display several separate and distinct personalities rather than just one. The victim will attack the "Sathar" in an attempt to save the party. Anyone entering the room must make a Logic check at -20 to avoid its effect. The victim will stand unmoving in the same position he or she was in when the Intuition check failed. CRYOGENIC STORAGE AREA You have entered a chamber 30m long by 20m wide. He or she is always in a hurry. Paranoia Disorder causes the victim to suffer from a persecution delusion. The various personalities will struggle for control of the individual as long as the programmed insanity lasts. Fits of mania will alternate with fits of depression. ATT 50. Each personality will act differently from the others. SA: Attack as electrostunner. The victim is convinced that harmless individuals or objects are out to get him or her. Thus the victim's personality will change from turn to turn. The crystal statues are actually cryogenic machines. IM/RS 4/35. A Technician character can identify the function of a piece of alien technology by using the Operate Machinery subskill.

The Korrvarr will snarl at the player characters but will not attack unless they themselves are attacked. then an entertainment room. The room will be different if they return later. You have entered a very large cavern of irregular shape which is dark. Those who pass the Logic check should be told the following: You are in a 30m by 30m room. A clothes closet will slide out of the east wall. in the desert at the edge of the ruins after 30 turns. 6. but these quarters are empty because the machinery is defective. ATT 50.around the room in a circle. STA 150. 8. the victims will see only the endless corridor. They have dug out the passages leading to room 10 and the corridor between rooms 1 and 3. The device has a 45% chance of hypnotizing each player character in one turn. Intruders are defined as all non-Eorna. IM/RS 5/45. Those who fail the Logic check should be read the following description: The doorway you have passed through leads to another identical corridor that continues in a straight direction as far as you can see. The robots' mission is to prevent intruders from passing. HYPNOTIC ROBOTS (MV Medium. you see two strange devices that look like combinations of crystal and metal moving slowly toward you. The referee must give hypnotized characters hypnotic suggestions that will fulfill the robot's mission. a bedroom once again. SA See below. An Eorna can program the furnishings of his quarters at will. DM 2d10. until they manage to leave the room. If the attempt fails. they will find themselves above ground. DM 4d10. 23 . From passing them is defined as leaving by the door that leads to room 9. the character has realized what is happing and cannot be hypnotized. The lights will recede into the ceiling and soothing music will play. IM/RS 6/60. making the room 30m square. THE EMPTY LIVING QUARTERS Eorna living quarters are equipped with machines that will change the furnishings and even the shape of the room to suit different functions. SA None. An Eorna double bed will slide out of the north wall. Devices made by player character races will not fit the energy ports of the backpacks. no matter which way they look. While the party is in the room. each player character must make a Logic check each time he re-enter the room. SD None) As you enter this chamber. Three Korrvarr live in the cavern. If the player characters stay here long enough. then finally. There are blinking lights of all the colors of the rainbow shining from the front of these devices. Prevent is defined as using hypnosis. they will see the room change into a kitchen. even if the first check was successful. Once they have failed their Logic check. They will not hesitate to attack if necessary. cool and seems to extend before you as far as you can see. However. or attacking intruders if hypnosis is not sufficient to stop them. KORRVARR LAIR (MV Slow. In the nearby darkness you hear animals snarling. 7. SD None). Along the left wall are large numbers of shaped crystals that are pulsing with light and perhaps some other forms of energy. These are 3rd level Eorna combat robots with a built-in hypnotic device. the west wall will move 10m eastward. The machinery here follows its last programmed cycle and cannot be turned off. Those who make a successful check are unaffected by the illusion. the robots will do so. If the player characters follow the tunnel leading off the map. The robots are armed with sonic disruptors powered by backpacks of Eorna design. ATT 60. STA 100. Victims will immediately return to normal once they are outside the room. If the robots can stop intruders without harming them.

ATT 60. The attacks will be as if with sonic disrupters. An unexpected side effect is that contact between the fungus and the nervous system causes such pain that the mind-link is useless. For this method to work. This storeroom is filled with a number of items. The fourth method of escape is more complex. SD None) Two robots have been set to guard this room. except for the doorway(s) at the other end of the room. IM/RS 4/35. STA 100. SD None) You see a very long room about 20m wide. STA Minor surgery needed to remove. Great Mission. the reinforced door has 70 structural points. Use the encounter description given there for this encounter. 2) blow down the door with weapons. DM None. The infected victim will need anesthetic to relieve his or her pain. The player characters will not be able to detect the trap in this room. grenades. These are special conditions of this encounter and do not apply to other situations where gunpowder or other explosives may be used. 11. The care. due to the alien design of the locks. If gunpowder is used. and floor of this room are covered by neural fungus. as well as some bolts of shimmering cloth and what appear to be strange cubical devices. the large jars of water. SA: Attack as electrostunner. The walls have a strange porous texture unlike the previous levels of the complex. but before they exit by the door to room 13. 4) electrolyze the water for its oxygen and wait until the doors are opened in an hour. the electrical batteries. If a rogue crystal's attack is nullified by a sonic screen. 12. SA: Intense pain. Minor surgery is necessary to remove the fungus infection. it separates into hydrogen and oxygen. fight. laser pistol or sonic disrupter. The air is pumped out slowly and the characters will have time to examine the contents of the room and decide on a plan of action. The items stored in the room are: Boxes of crystal bolts Electrical batteries Spools of plastic tape Boxes of crystal spheres Boxes of putty Jars of iron filings Jars of powder sulfur Large jars of water Boxes of protein cubes Boxes of rubber hoses Spools of insulated wire Boxes of crystal lights Boxes of plastic squares Jars of saltpeter Jars of powdered calcium Jars of powdered charcoal Jars of fermented fruit juice Bolts of shimmering cloth 10. There are a large number of boxes and jars piled around the room. IM/RS 0/0. gauss.9. SA Hypnosis. ATT None. After the player characters enter the room. ATT 50. they are simply resources that the characters can use to escape the trap. characters without Demolition skills can use the gunpowder. The walls. The hydrogen can then be vented through the wall while the oxygen is kept inside the room (using the rubber hoses). or speak coherently. It is impossible for the infected person to move. ROGUE CRYSTALS (MV Slow. SA See below. ATT 50. When an electric current is passed through water. The inmates and their activities are usually not supervised or controlled. ceiling. The neural fungus cannot be distinguished from other types of fungus growing on the walls of other rooms. SD See below) More of the strange crystals so common throughout these rooms seem to fill the sides and walls of this room. The first method uses the Open Locks subskill. ATT 60. DM 5d10. Like the other rooms you have seen so far. and saltpeter into gunpowder and blow down the door. Physical contact between infected victims allows direct mind-link. it will have special effects in this encounter: 1) The attempt will automatically succeed. HYPNOTIC ROBOTS (MV Medium. it will switch to a different type of energy and attack again. They are identical in type. EORNA INSANE ASYLUM Rooms 12-15 are an automated facility for Eorna suffering from various mental disorders. DM 5d10 SD: Takes half damage from weapons affected by albedo. SA See below. programming. The fungus was created by the Eorna to allow direct mindlink between two individuals by linking their nervous systems. charcoal. If the second method (blowing down the door) is used. IM/RS 6/60. . 2) In this situation. this one has a large amount of fungus growing on the walls. 3) mix sulfur. Anyone who touches the fungus with bare flesh becomes infected and suffers extreme pain. Note that rogue crystals have different chances of success for ranged attacks (50) and melee attacks (60). Soon after the doors lock shut. There is nothing else noticeable about this chamber. Both doors are open. DM as weapon. DM 2d10. NEURAL FUNGUS (MV None. ceiling and floor. feeding and treatment of the inmates is handled by automation because the labor of all normal Eorna is devoted to the 24 The exact amount of each item is unimportant. and sonic defenses. or tornadium explosive. There are at least four ways the player characters can get out of the room alive: 1) pick the door lock. ASYLUM STOREROOM This 30m x 30m room is some sort of storage area. You immediately notice that the fungus here covers the entire surface of the room. Two rogue crystals will fire energy beams when the party comes within points blank range. a trap rigged by the inmates is triggered. the player characters will hear the air being pumped out of the room through the walls of porous tiles. Technicians trying to open the locks will have a -20 modifier. and purpose to the robots in room 8. Both doors will close and lock with level 1 locks. The encounter is intended to challenge the ingenuity of the players. STA 100.

There are numerous Eorna sculptures. On one wall is a holovision. you peer into what appears to be an empty room. the referee should award any player character who helped come up with the idea an extra experience point. Some of the paintings and murals appear to be of dinosaurs. The three who will not attack even if attacked. The creatures are draped over various pieces of weird furniture. Col. The three that will attack on sight are paranoids or manics. If the player characters create gunpowder. there is no one in the room right now. they will eventually be destroyed by superior numbers. or electrolyze the water for its oxygen. The Eorna were alerted by the pressure plate alarm system. Jameson. The Eorna are armed with electrostunners and needler pistols with anesthetic needles. FINAL DEFENSIVE BARRIER Opening the door. A radio is on . although there is a -20 modifier on the chance to identify. doze grenade gas will be pumped through the porous walls and ceiling. holograms. One turn after anyone enters the room. 20m across and 30m long. This room is filled with cots and beds suitable for Eorna. The door trap was set up by some of the more functional inmates in the asylum. None of the Eorna are armed. while others resemble the type of furcovered creatures you have encountered earlier in this area of the ruins. If the entire party is knocked out by the needles. and three will not attack even if attacked. It is meant to stop intruders and protect the inmates. The room is filled with chairs and tables appropriate for Eorna. a group of Eorna will arrive equal to twice the number of characters who passed their Stamina checks. On a third wall is a machine that dispenses therapeutic drugs and provides soothing hypnotic treatment for patients. and the rubber hoses should be used. Every character must make a successful Stamina check or lose consciousness for d100 minutes. The pressure plate is a level 2 security device. another wall. they will awaken in room 16 unharmed but without their weapons. 14. you see 10 two-legged creatures with huge tails. The referee may read such characters selections from the file at his own discretion. are suffering from depression or catatonia. There is a door in the northeast corner of the room. The doze gas injection system is a level 6 security device which can be deactivated only from room 16. Jameson is in fair medical condition but is suffering from exhaustion. This large chamber is filled with displays including mural paintings. and voice recordings explaining Eorna history and culture. However. The holovision. the corpses of those who died of suffocation are collected after an hour. but three of them see you. 40m x 40m. The inmates usually spend most of their waking hours in this room. and even if healed will be 25 Note: The other three Eorna are not given statistics since they are totally non-functional and will ignore the party. Most of them appear to be asleep. A technician character can identify their functions with the Operate Machinery subskill. leaning at a comfortable angle (it would be impossible for them to sleep on their backs because of their tails). This room at first appears to be empty. the character should be awarded an experience point. If they fight the Eorna. similar to those in the previous room. The walls are of the same construction as the other rooms on this level. and is filled with a variety of structures made from both metals and crystals. During the time the party is unconscious. their bodies covered with fine fur. Louis V. let out loud screams. Characters who spend 30 minutes or more studying the displays will gain knowledge of Eorna culture roughly equivalent to that provided in the STAR FRONTIERS Briefing Update. ASYLUM COMMON ROOM This room is very large. The walls are made of the same porous tile you have seen throughout this level. radio. and a particularly interesting display showing how the Eorna evolved from primitive dinosaurs. This method will maintain breathable air until the doors are opened in an hour. four will attack only if attacked. Usually. There are also some pieces of furniture. ASYLUM BEDROOM As you open the door to this room. STR/ STA DEX/ RS INT/ LOG PER/ LDR PS IM RW M Name Eorna who will attack on sight: Eorna A 85/95 50/50 95/70 70/70 Eorna B 70/80 45/45 70/70 60/60 Eorna C 90/90 70/70 60/60 80/80 Eorna who will attack if attacked: Eorna D 65/80 50/50 70/70 60/60 Eorna E 70/70 40/40 50/70 80/70 Eorna F 80/70 60/50 50/50 70/70 Eorna G 80/80 50/50 95/70 70/70 5 4 5 5 4 5 5 5 5 7 5 4 5 5 25 43 23 35 35 45 25 20 30 25 33 35 40 40 16. and therapy machine have crystalline structures. they will be disarmed and conducted through the Eorna museum.the insulated wire. as well as numerous paintings and murals of a large number of different creatures. The Eorna will allow the player characters to see Lt. The walls of this room have the same porous texture as the walls of the previous room. If a player character uses the materials in the storeroom to create a different reasonable means of escape. 13. and run toward you! Three of the Eorna will attack the player characters on sight. The other four are suffering other types of mental disorder. EORNA HISTORY MUSEUM AND CULTURAL CENTER You see before you a truly huge chamber filled with a wide variety of crystal and metal gadgets. Eorna sleep standing up. 15. across from the door you have just opened. If the conscious characters surrender to the Eorna. Technicians who successfully detect for security devices will notice that the entire floor of the room is a pressure plate.

Those who did not play well should receive only two points. as if expecting the party. The Eorna will tell the player characters about the Day of Doom (the original Sathar attack which almost completely destroyed Eorna civilization). ENTRANCE TO THE MAIN COMPLEX This chamber appears to be in very good repair. Jameson will confirm the Eorna story. the artifact may have alerted the Sathar. A party that does not act hostile to the Eorna will be well received. Jameson will also urge the party to explore the Sathar artifact in order to prevent the feared Sathar attack.unable to accompany the player characters on any further adventures. as well as a large number of shaped crystals. Those who took an active part receive four experience points. they will be imprisoned until they can convince the Eorna of their peaceful intentions. information storage. The Sathar left on Volturnus an artifact that would summon a Sathar battle fleet if space traveling beings are detected within the Zebulon star system. 17. the Eorna will tell the party that the arrival of the pirates and other space travelers at Volturnus has seriously disrupted their plans. however. Excessive Eorna casualties would jeopardize the Great Mission should the attack on the artifact fail. and fill in details about the hijacking of his expedition's ship by the Star Devil and his men. the Eorna will provide medical attention. These Eorna are unarmed and will attempt to make friendly contact. Characters who enter this room will immediately see four Eorna who approach in a friendly manner. There is a chance. the Eorna fear. culture or philosophy that the player characters care to discuss. If the party has killed the insane Eorna or has fought with the Eorna in Room 15. This is the first in a series of rooms that leads to the large underground Eorna complex. 26 . Already. The Eorna will not attack the artifact themselves because it is almost certain to have both internal and external defenses. At that time. hospital and living areas. Included in the complex are the Eorna command center. Most importantly. They will explain their plan for evolving an intelligent life form to succeed themselves and oppose the Sathar. There are several of the bizarre items of furniture noticed earlier scattered about. the party should be awarded experience points. including themselves! EPSILON SUBSECTION 7: EXPERIENCE POINTS At this point. and any other aspects of Eorna history. The referee should point out to the party that a Sathar attack on the planet would almost certainly mean death to any living being on Volturnus. food. Characters who did extremely well receive six experience points. cold storage. The Eorna will gladly show the party where the artifact is located if the party will attempt to prevent it from calling the Sathar fleet. that the device has not yet sent for the battle fleet. These creatures have their front limbs extended in front of them with their palms turned up. central computer banks. Four of the fur-covered animals with large tails are approaching you as you enter. shelter and information.

It will fire once each turn and will cease fire if the jetcopter moves out of range. It looks like a giant reptilian cat with a thick tail.ZETA Section This section of the module covers the journey to the Sathar artifact and the details of what can and will happen once the party gets inside the artifact.MEGASAURUS MV Fast. DM 3d10. Entrance is through a hidden tunnel 10 meters in front of the north wall of the artifact. ATTACKED BY THE ARTIFACT! As you approach the artifact by air. The laser is set at 20 SEU for 20d10 points of damage. Referee's Note: The next two encounters assume that the party will land the jetcopter safely out of range of the artifact's laser (1 km) and approaches on foot. DM 8d10 ZETA SUBSECTION 2: RANDOM ENCOUNTERS If the characters fly to the artifact in the jetcopter. IM/RS 5/45. and will fire as soon as the jetcopter is in range. ATT 50. It is constructed from an unknown metal. ATT 40. The bowl-shaped device on top of the artifact is a combination of several devices: a radio-telescope. There is no entrance in the walls of the artifact. TOMAR'S HORSES MV Fast. Its base chance to hit is 60%. A diagram of the interior of the artifact is included in this module for use by the referee. you see that it is quite large. SA: Stampede. the referee may improvise appropriate encounters. you can see some herd animals grazing in the plain. a transmitter. The Tomar's horses will begin to stampede the party as soon as the party moves 60 meters or more away from the jetcopter. they will avoid encounters 2 and 3. you see that it is a 20 meter tall metallic pyramid standing in the midst of a dry. The laser has a range of one kilometer ARTIFACT ENCOUNTER KEY 1. a 20 meter tall tapering pyramid with four sides. SD None) Assuming the party lands safely at a distance from the artifact. However. Some digging will cause the ground cover to collapse into a tunnel which goes straight 27 . DM 7d10. At the top of the pyramid is a bowl-shaped device rotating at high speed. The weapon draws power directly from the power generator inside the artifact. SD None) At a distance of 200 meters. 3. There are various protrusions on the device. As you prepare to land the jetcopter. each 40 meters long. 5 meters tall at the shoulders. SA See below. IM/RS 6/60. ENTRANCE As you near the artifact. you spot a huge dinosaur-like creature nearly 10 meters long. There are no entrances or openings to be seen. if the party flies up to the artifact and lands near it. STA 350. STA 120. and use numbers 2 and 3 below when the characters get near the artifact in the dry plains. The megasaurus will attack the party immediately and continue to attack until killed. SA None. 2. ZETA SUBSECTION 1: MAPS AND MAPPING The Sathar artifact is located near the extreme western edge of the color hex map of Volturnus included in the module CRASH ON VOLTURNUS. from the referee's descriptions. they will not have any encounters until they reach the artifact. if they want to have one. and an automated anti-aircraft laser. If the characters travel overland to reach the artifact. The players will have to make their own diagram of the interior. they will spot about 200 meters away a herd of 30 animals that look something like horses. Characters who walk over the general area of this hidden tunnel will notice that the ground is soft and sinking in this area. grassy plain. ATT 70. ZETA SUBSECTION 3: PLANNED ENCOUNTERS 1.

SLAVEBOT CHAMBERS (MV Medium. This doorway is locked with a level 4 lock. slick. there are two dashed lines running down two of the corridors in this area. and that their flash has a strange discolored appearance. SA: Poisonous tail dart. SA See below. IM/RS 4/35. There is another doorway diagonally across the room from the doorway you entered. both doors will automatically close and lock shut. STA 80. The closing mechanism and the door locks are level 4 security devices. ATT 70. The panel can be easily removed once it is detected. 4. Range 10/20/30/40/50. STA 180. made of the same metal that covers the outside of the pyramid. grapple with tentacles and maw. The room is about 15 meters across at its widest point. On the map. Inside the pit. The doorway leads to area 11. There is nothing else of value in these chambers. DM By weapon type. The metal is covered with a harmless substance that is cold. half damage from projectiles and laser weapons. FREEZE CHAMBER As the door to this chamber opens. SA: Attack is by a surgically implanted flamethrower. one in each lettered square on the referee's map. The panel is a level 3 security device. the two sections of corridor on either side of the dashed lines rotate 180 degrees. ATT 40. In the pit are three hungry quickdeaths. Range 10/20/30/40/50 SD: Takes half damage from lasers and flame 6. Characters inside the rotating corridors will take 1d10 points of damage each from being thrown around in the tubes as they rotate. 10 meters deep. This room is a massive trap. SA See below. the slavebots from the other chambers will move toward the party as fast as possible to join in the attack. revealing a huge pit. STA 80. POWER GENERATOR ROOM This room contains a type 4 power generator that uses geothermal energy. ATT 70. SA See below. who will become frantic at the sight of the party. The slavebots will attack the party on sight. 9. as soon as the party is sighted. SD See below) As you inspect this area you see a large. Each of these chambers contains three slavebots armed with sonic disruptors. 3. This freeze chamber serves as food storage for the quickdeaths in room 7 and as storage for extra slavebot bodies. -25% on ranged weapon attacks due to speed. You immediately see that there are strange assemblies of wires protruding from their heads. QUICKDEATH TRAP MV Very Fast. IM/RS 7/65. DM 1d10 and S10/T3 poison. SECRET PANEL There is a secret panel in the wall of the tube at the location shown on the referee's map. 10. In each chamber the party will find three cots and a supply of food. The tunnel is 4 meters in diameter. beneath the entire room. SD: Immune to needler weapons. As soon as the party enters. CYBOSLUGS (MV Very Slow. Technicians who successfully use the Detect Alarms/ Defenses subskill before opening the door have the normal chance to spot the automatic closing mechanism. SD See below) There are 7 cyboslugs in the corridors of area 5. Each slavebot carries one extra clip. surrounding them if possible. Whenever the party crosses these dashed lines and proceeds another four squares or more. The floor panels will slowly recede into the walls. SD None) As you look into this chamber. . Removing the panel opens the way into tunnel number 3. IM/RS 8/75. The cyboslugs will attack the party at the first opportunity. you are hit with a blast of cold air. Inside you see piles of Eorna bodies and large stacks of frozen raw meat. oval-shaped room. and slimy to the touch. THE ENDLESS ROTATING CORRIDOR This is a trap designed by the Sathar. EMPTY CORRIDORS 7. Technician characters that are actually searching the tunnel for security devices have normal chances of detecting the panel. SA: Punching score +10 5. 12.down about 20 meters and then leads horizontally toward the artifact. you see three horridlooking Eorna who gaze back at you blankly for a moment. DM 3d10. Note that characters will also be traveling back toward the direction they were coming from after the corridor rotates. DM 10 points per turn. The tunnel is circular. ATT 70. 8. TRUE ENTRANCE TUNNEL This tunnel leads to the actual entrance to the interior of the artifact. Characters who remain in this room more than two turns will take 2d10 points of damage from the extreme cold. five turns the walls will disappear and the party will be thrown into the pit. there is a doorway at location 7A on the referee's map. 2. After 28 11. Additionally. ATT 50.

Initiate standard procedures. supported by treads. IM/RS 7/70. This is the disembodied brain of a Sathar. but doubt that any ships can arrive before the Sathar attack begins. The robot carries a weapon in each of its four limbs. Col. SD None) Ending 2 Allow a technician character to operate the transmitter and contact Truane's Star. If you do not plan to continue the adventure with module SF2. as well as the information on the Star Devil's activities will be of great value. Characters will presumably contact Truane's Star to inform the government that Volturnus is about to be attacked by a Sathar battle fleet. Characters who did extremely well receive three experience points. at a setting of 4 SEU. Jameson. Its mission is to kill all intruders. 29 . The machinery is actually two separate devices. use Ending 1 at the conclusion of the encounter. After a long battle with heavy losses. 14. but suffer the usual penalties for working with alien robots. Buttons and lights cover the surface of the two devices. Since it is already in space. These tubes connect to other flasks in various locations about the room. However. COMPUTER AND TRANSMITTER ROOM If you plan to continue the adventure on Volturnus with TSR module SF2: STARSPAWN OF VOLTURNUS. SA By weapon type. the Truane's Star battle fleet defeats the Sathar. There are also wires leading into the large central flask. use Ending 2. Attack fleet heading Volturnus at full operational readiness. The contacts with the alien races of Volturnus. The machines are a Sathar computer and a subspace radio transmitter. kept alive perpetually by this apparatus. This chamber contains some bizarre machinery. ZETA SUBSECTION 4: EXPERIENCE POINTS This concludes the final adventure section of this module. the Truane's Star battle fleet is already mobilized as part of a periodic test of its personnel. Ending 1 Characters with Computer skills can attempt to identify and work on the computer. At the time the party contacts Truane's Star. and combat readiness. Characters with Robotics skills may attempt to work on this robot. The wires connect to a complex-looking device on a shelf at the back of the room. The government of Truane's Star will promise to send warships as soon as possible. Each front limb carries a laser pistol with powerclip. DM 4d10. Attack on planet will begin in two weeks standard time. THE SATHAR BRAIN As you peer into this dimly lit chamber you see a huge flask in the center of the room. shaped like huge bulbs. and has numerous tubes leading into it. Characters with Operate Machinery subskill may attempt to use the subspace transmitter. The robot carries Attack/Defense and Search and Destroy programs. Intruders are defined as all non-Sathar life-forms or robots. with the normal modifiers for dealing with alien machinery. shaped like huge bulbs. The government will send a ship to pick up the party and Lt. the characters will obtain only one item of information from the computer. Its function is to direct the slavebots by radio control. It is helpless otherwise.13. who fight to the death to prevent the location of their bases from becoming known. the robot grabs weapons and moves to attack you. The rear limbs each carry a doze grenade. with the usual modifiers for dealing with alien devices. The brain will attempt to summon any remaining slavebots to its defense when the party enters. The machinery is activated and a horridlooking robot is working with it. The robot is a Level 4 Sathar attack robot. The translation is: Transmission received. the Truane's Star battle fleet can reach Volturnus in time to intercept the Sathar. equipment. Its snake-like metal body is 2 meters long. Those who did not play well at all should receive only one point. The two devices are connected by a glass-like tube filled with light. Those who took an active part receive two experience points. STA 200. Sathar Attack Robot (MV Slow. The information must be translated by polyvox. The flask is full of fluid. Kill is defined as attacking until either the intruder or itself is destroyed. Floating in the center of the large flask is the brain of some creature. As you enter the chamber.

The air whale can make 10 attacks per turn with tentacles. Crystal-based life forms have a symbiotic relationship with the air whale. Mordax may be found anywhere on the planet Volturnus. 45 (tentacle) Damage 3d10-18d10 focused sunlight. plus anything else it manages to capture. with damage divided as desired among the attacks. The hydrogen provides the lift which lets the air whale float. and can fire two shots when direct sunlight is not available.Creatures Air Whale damage suffered by half. The damage allotted to each shot must be decided before the combat result is rolled. An albedo screen or albedo suit will reduce 30 Type Small Omnivore Number 2-20 Move Medium IM/RS +7/65 Stamina 10 Attack 45 Damage 1d2 sting Special Attack S5/T5 Poison Special Defense None Native World Volturnus – anywhere DESCRIPTION: Mordax are large flying insects about 10 cm long. but are particularly attracted to the flowers of tangler vines. much like a laser. The crystals can fire up to sex shots per turn. The hydrogen is stored in hundreds of inner membrane sacs. or 2d10 tentacle Special Attack See below Special Defense None Native World Volturnus – Anywhere in the air DESCRIPTION: Air whales are part plant and part animal. The giant creature also eats plants and animals. Their sting is poisonous to all player character and NPC races. From the bottom of the creature hang hundreds of razor-sharp tentacles 10 meters long. vented through tubes scattered around the air whale's body. The top of the air whale is covered with plant life which converts sunlight directly into food and energy. partial plant Number 1 Move Slow IM/RS +5/50 Stamina 500 Attack 50 (focused light). and swarms of flying insects. . The crystals also store solar energy. Note that the air whale has two different attack forms depending on whether the victim is above or below the creature. lets the creature maneuver. drifting spores. It produces hydrogen as a by-product of feeding. Mordax Type Giant Omnivore. Compressed hydrogen. It feeds on floating plankton. Tentacle attacks must be rolled separately. These crystals focus sunlight into a beam.

If the roll is successful. Roller Type Medium Omnivore Number 1-10 Move Medium IM/RS +6/60 Stamina 100 Attack 50 Damage 2d10 Special Attack None Special Defense None Native World Volturnus – anywhere DESCRIPTION: The Volturnian baboon is a shaggy. where dozens of baboons wait with rocks or clubs to kill it. Its fur varies in color from dark reddish brown to sandy tan. When hunting. Rollers are generally docile creatures. or aboveground at night. 31 . They will often engage even the most ferocious creatures because all baboons in the pack want to prove their ferocity. they will often drive prey into some dead end.Volturnian BABOON often linked to existing caverns. The crushed shards from the digestible shoots of grass are sucked up into this mouth. hide-covered mass of bane and cartilage attached to two frontal limbs by ball and socket joints. If a roller scores a successful hit upon a character. if not. Type Large Omnivore Number 1-5 Move Slow IM/RS +5/45 Stamina 150 Attack 50 Damage 4d10 claw/bite Special Attack None Special Defense None Native World Volturnus – caverns and ruins DESCRIPTION: A roller is a large herbivore named for its unusual "steam roller" type organ. the unfortunate character suffers 8-80 points of damage. the roller attack is avoided. The two eyes of the creature are located on the head near the large ears. The head does not have a mouth. and will not attack unless frightened or attacked themselves. cylindrical. They look something like a weasel with a mole-like snout. The roller has four normal limbs used for locomotion. Korrvarr live in underground burrows. Internal organs of the creature separate the glass-like shards from the digestible shoots of grass. the usual 1-10 points of damage will be taken. The mouth of the roller is located on its underside. the victim must roll his Reaction Speed or less.) Korrvarr Type Large Omnivore Number 1-5 Move Slow IM/RS +5/45 Stamina 150 Attack 50 Damage 4d10 claw/bite Special Attack None Special Defense None Native World Volturnus – caverns and ruins DESCRIPTION: Korrvarr are burrowing animals about 2 meters long. They often hunt by surrounding their prey. They are usually found grazing on the grassy plains of Volturnus in herds of 5 to 50. A roller has a thick hide that protects it from being cut by shard grass. (Note: if avoiding the roller means flinging oneself into the shard grass. This organ is actually a huge. Korrvarr hunt prey underground. semi-intelligent primate found in various habitats on Volturnus. They are nocturnal and are -10 to hit in full daylight. These primates organize themselves into primitive societies based upon battle prowess and display of ferocity. The organ is used to crush the shard grass on which the creature feeds. The indigestible shards are then stored in a special organ and used as missile weapons for the creature's rear defense. especially by using interconnected tunnel systems.

or laser pistol set to 4 SEU Special Attack see below Special Defense see below Native World Volturnus – Anywhere underground 32 . or laser pistol Damage As a sonic disruptor. Rogue Crystals Bachanda Tree Type Plant Native World Volturnus – forests DESCRIPTION: These trees are truly one of nature's triumphs on Volturnus. Above heights of 12 or 15 meters. Range as sonic disruptor. silicon-based life Number 1-5 Move Slow IM/RS +4/35 Stamina 110 Attack 50.Slavebot Cyboslug Type Cybernetic Number 1-5 Move Medium IM/RS +7/65 Stamina 80 Attack 50 Damage By weapon type Special Attack Punching Score = 10 Special Defense None Native World Volturnus – The Artifact DESCRIPTION: Slavebots were created to guard Sathar installations. The Sathar brain is linked to a radio transmitter that sends coded signals. a wood-boring insect. The biological part of the slavebot is the remains of a captured enemy. It can cling to walls and ceilings. electrostunner. broad braches . long tangles of thistle-laden vines protect the lower reaches of the trunk from ground-dwelling creatures. Supporting tendrils which from a secondary root system drop from the large branches to the ground. electrostunner. These are then received by the slavebot so that direct control is possible. At the base. The slavebots on Volturnus are Eorna captured in the battle that nearly wiped out the Eorna race. The brain is almost immortal since there are no other body parts to age. Most of the brain has been replaced by a cybernetic implant. The slavebot is controlled by a disembodied Sathar brain kept in special liquid solution. Bachanda trees are sometimes infested with hollowers. The Sathar introduced cyboslugs to Volturnus during their first attack. Slavebots are cybernetic combinations of living beings and machines. the trees produce long. Its body is covered with a reflective slime which reduces damage taken from laser or fire attacks to one half normal. Some of the oldest of these trees tower to heights of 200 meters or more and have diameters in excess of 15 meters. A stock of cyboslugs is kept in cryogenic storage in The Artifact and are periodically rereleased to roam the caverns of Volturnus. A cyboslug attacks with a flamethrower which has been surgically implanted in its body. Type Special. A supply of captured victims is kept in cryogenic storage to provide replacements for worn-out slavebots. Hollowers lay eggs inside the branch and the newly-hatched young eat the branch from the inside out. At the very top of these trees are the flowering and seed-producing elements. Type Large Omnivore Number 1-5 Move Very Slow IM/RS +4/35 Stamina 80 Attack 40 Damage 3d10 Flames Special Attack Flamethrower Special Defense lasers and flame Native World Volturnus – Anywhere underground DESCRIPTION: A cyboslug is a living nightmare created by the Sathar to attack all non-Sathar life forms on sight.

Some of the creatures escaped. the rogue crystals will attack with surprise. or electricity. and the tear gas effect of smoke grenades. The creatures feed on the grass by shooting a stream of highly corrosive acid from their mouths. however. Rogue crystals are indistinguishable from Eorna crystal sculptures to anyone except an Eorna. Spitters will not attack other creatures unless extremely frightened or attacked first. evolution) a prehensile tail. The spitter can then eat the shard grass safely. Treat the rogue crystals as if firing a sonic disruptor. a laser pistol. Rogue crystals are immune to gasses which affect carbonbased life forms. The scraak then leaps down upon the prey. poison grenades. The spitter's thick hide protects it from being cut by shard grass. At the point where semi-intelligence was reached. This acid breaks down the hard outer shells of the shard grass in a few seconds. but failed at all attempts to make such life forms intelligent. The Eorna managed to foster silicon-based life. as if it had an instinctive hatred for carbonbased life forms. Rogue crystals store energy which can be released as sound. The first attack of a rogue crystal will be a random choice of energy. Type Small carnivore Number 1-10 Move Medium IM/RS +7/68 Stamina 40 Attack 75 Damage 2d10 beak/claw Special Attack Vertical leap 10 meters to attack Special Defense None Native World Volturnus – Forest DESCRIPTION: A scraak is a flightless bird which typically nests in the upper branches of bachanda trees. The Eorna eventually gave up. Scraaks still retain (from an earlier stage of their 33 . Rogue crystals take half damage from the following weapons: all laser weapons. shock gloves and stunsticks. light. They use the tail and their razor-sharp claws to climb to the higher branches of a tree. Spitter Scraak Type Medium Herbivore Number 10-100 Move Medium IM/RS +7/65 Stamina 120 Attack Acid spit: 80%. Only one attack per turn may be made. It hunts by waiting quietly in the upper branches of the tree for small mammals or other prey to appear on lower branches. all sonic weapons. and still survive. electric swords. Rogue crystals also have a melee attack which will be used instead of an energy attack if an opponent closes to melee combat. electrostunners. the silicon crystal life form invariably turned on its creator. such as the gas in doze grenades.DESCRIPTION: Rogue Crystals are another Eorna experiment gone wrong. The creature will switch to other energy types if the first attack is negated by a defensive screen or suit. The first time the player characters encounter rogue crystals. frightening it into immobility with a fearsome screech. or an electrostunner. range 2/5/10/15/20 Hooves: 20% Damage Acid spit: 2d10+1d10/turn until neutralized Hooves: 1d10 Special Attack Acid spit (see description above) Special Defense None Native World Volturnus – shard grass plains DESCRIPTION: Spitters are reptilian herbivores found in herds on the shard grass plains of Volturnus.

Fruit is an age retardant which causes mental regression Native World Volturnus – ruins DESCRIPTION: Tangler vines are a carnivorous mutation of normal vines. clinging to ruined buildings like ivy. the individual will physically age only one month in two month's actual time. They are normally found in the ruins of the Eorna city. a type of large flying insect whose sting is poisonous (S5/T5) to most species. For every fruit eaten. the individual will mentally regress. At any time there will be 1-10 mordax hovering around the tangler vines. acting like a two year old child for 20 hours. As a side effect of the age slow-down. Tangler vines are covered with hollow thorns. A victim must roll his or her current Stamina or less on d100 or fall asleep. The sleeping are wrapped in the vines and then devoured. The vines can attack victims within 10 meters. The sap of the plant acts as an anesthetic for carbon-based life forms. 34 . This effect has not been duplicated in the chemical laboratories. The fruit of the tangler vine has the unique property of slowing down the aging process. created accidentally by Eorna experiments. The flowers of the vine attract mordax.Tangler Vine Type Plant Number 1-10 Move None IM/RS +5/50 Stamina 40 Attack 50 Damage 1d10 devour Special Attack Anesthetic thorns Special Defense Flowers attract Mordax insects.

and an individual who upholds the honor of the family. The basic kin group is the extended family. their adult sons. such as waterholes. For example. Blood feuds are not common. A family will put on an incredibly lavish feast to honor its ancestors and show its neighbors how successful the family is. It has large round eyes and large pointed moveable ears. Kin terms are exact. Its arms and legs are covered with fine hair that looks like soft down. a man could count on his Father's Brother's Sons to stand by him in battle but he could only count on his Mother's Brother's Sons for a small amount of financial support in times of extreme emergency. Practical jokes are common. which are special buildings for one or the other sex.Intelligent Species THE KURABANDA PHYSICAL DESCRIPTION A Kurabanda stands 1. These two huts are something like club houses for each sex. They hunt not only in the forest. Some typical practical jokes are: 1) The Fake Vine Joke: Non. Living with him would be his wives. They also hunt with various types of traps. Each clan also maintains a special hut. They will be told to remain in one spot while the Kurabanda drive the creature into the trap. In the course of evolution. leaves. These pads are filled with blood storage vessels. A Kurabanda's hands and feet have special pads for better grasping. hands. In Kurabanda society. A guest of honor may actually be mocked by an excessive display of wealth. A Kurabanda's torso is covered with fur. 3) The Fire Joke: A group of Kurabanda will wave phosphorescent torches simulating a fire. A patriarch is usually the oldest married male. Instead of "cousin" a Kurabanda has Father's Brother's Sons. Kurabanda constantly try to outdo each other with showy displays of wealth.Kurabanda guests are given a vine which will break when used to swing from limb to limb. A Kurabanda who does not hold to these ideals or who does not take revenge for an insult is disgraced in the eyes of his family and his clan. and permit more blood to be kept in the fingers and toes. To avoid feuds it is usually necessary to pay compensation to the injured parties.2 meters tall and looks somewhat like a tarsier monkey. A Kurabanda's tail is prehensile. but also in the adjacent fry plains and rocky barrens. a good fighter. feet and tail are bare. They will yell that the forest is on fire and will lead guests on a harrowing escape which circles around only to end back at the original village. Kurabanda live in tree-top villages. allowing for a better grip than any Human could manage. all unmarried adult 35 CULTURE Kurabanda hold physical prowess and the glory of dangerous exploits as ideals. The Kurabanda live in the bachanda tree forest. Their value system is based on the perceived image of honor. the sons' wives. Clan blood feuds can also be avoided by a system of ritualized vengeance. An insulted guest can take revenge at the feast by presenting the host with even more lavish gifts. Kurabanda are also natural jokers. etc. and waiting for game to arrive. 2) Snipe Hunting: Guests are invited to hunt some mythical creature. The vengeance is aimed at forcing the victim to lose prestige. An extended family would include a patriarch and his kin. usually played on non-tree dwelling guests. one cannot understand Kurabanda society. A blood feud can also be declared at a later time. the adult grandsons. The Kurabanda will then go back to the village to have a good laugh while the victim waits in vain. or by hiding at frequented spots. Without understanding the importance of family ties. Kurabanda often hunt in large packs and surround their prey. Mother's Brother's Daughters. but Kurabanda always know. and serve as places of relaxation outside the house. if one Kurabanda is harmed. It is difficult for outsiders to tell the difference between mocking a guest of honor and honoring the guest. Kurabanda society is based on the family and kinship. An individual's family relationship also defines that individual's rights and duties. It can swivel its head around and look behind its back. since the muscles are less subject to fatigue. 4) Flea Joke: Kurabanda put small biting insects in the guest's bed so they can watch the victim itch. but do occur. Hidden below the area is a safety net to catch the victim. The Kurabanda increased the range of their hunt by inventing a type of hang glider. his or her entire family is considered to have been insulted. A respected Kurabanda is one who is a good hunter. but its head. Also in the village are the men's hut and women's hut. The villages consist of a number of large houses made of branches. . Occasionally. Each house is that of a different extended family. Kurabanda have lost some of the heavy fur which originally covered their bodies. the feast may be part of ritualized vengeance. the grandsons' wives. Each relationship is somewhat different. and vines.

the midpoint or "waist". a dried leaf. a male's social standing increases if he has many wives. The final organization is that of the Kurabanda people. however. Any male who is the head of an extended family may. If anything. All Kurabanda families who live in one forest form a tribe. The Vrusks will seem so alien to the Kurabanda that they will be viewed with a mixture of suspicion and curiosity. Kurabanda religion is influenced by "magic". Kurabanda trace their descent through the male line and all children have their father's last names. The limb continues to second and third joint which . The winner is the new chief. however. "The First Ancestor". provided that he is willing to fight for the chieftainship. KURABANDA REACTIONS TO PLAYER CHARACTERS Attitudes and behavior that will be likely to cause an unfriendly reaction in the Kurabanda include poor sportsmanship.received by the Kurabanda because of the physical similarities between the two races. These ward off evil and give good luck. the concept of love is not unknown to the Kurabanda.) 36 Kurabanda law is based on tradition and custom. When the old chief dies. That is. the parts would be mirror images of each other. The next most important group is the clan. That challenger then fights the candidate for the chieftainship. who are all descended from Kurabanda. A marriage is not seen as primarily a love relationship between two individuals. there is a preliminary fight which eliminates all the challengers except one. controlled by experts known as shamans. A patriarch can order the family to be divided if the number or people living in his household become too large. The Yazirians will be well. he is proclaimed chief of chiefs and is entitled to lead all the Kurabanda if the need should arise. The first and largest joint on each of these limbs is covered with a hard extension of shell and serves as a foot. Cases are tried by a council of elders chosen from the major families of a clan. They are trilaterally symmetrical. Many long-running feuds have such situations at their roots. Each clan and extended family also has their smaller hunting territories inside the Tribe's territory. A clan is all the extended families with the same last name. the candidate automatically becomes chief for life. the two races will get along fine. The objects may be anything: an odd shaped pebble. The body of an Edestekai is shaped like a giant peanut with three bulbous lobes on top. An extended family averages 20-40 people. The Keeper of the Sacred Idol is the only individual who can unite all the Kurabanda. If a chief possesses the Sacred Idol. All challenge matches are to the death. accusing the scapegoat of being an evil witch. One such object is the Sacred Idol. are art objects left over from Eorna civilization. but it is a great dishonor to have more wives than can be supported. Married sons remain in the household of their father while married daughters join the households of their husband's fathers. Despite the rather formal method by which marriages are arranged. since they now live in the realm of the spirits. Every Kurabanda house has its own shrine where the ancestors of the family and clan are honored. The Kurabanda believe in the magic of "power objects". Dralasites and Kurabanda have in common a rather overdeveloped sense of humor. if their bodies were divided lengthwise into three equal parts. Kurabanda have a strong sense of territoriality. Each Kurabanda tribe has a chief. (At the beginning of the module. Shamans often try to shift the blame to innocent victims when "magic" doesn't work. the Kurabanda do not possess the Sacred Idol. It is illegal for anyone to marry a member of the same clan. All members of the clan are descendants of the one who gave his name to the clan. Kurabanda consider that the ancestors can help the family after death. Three eyes are arranged in a circle around the narrowest part of the body. In fact. The goods that are exchanged before a marriage ceremony are gestures of good faith on the part of both families. THE EDESTEKAI PHYSICAL DESCRIPTION The Edestekai are an intelligent race descended from Volturnian arthropods. The actual descent is sometimes hard to trace since the clan founder is sometimes a mythical individual directly related to the gods. and all the children of the various marriages. The hunting area belongs to the tribe and other tribes may not trespass. but could range from 10 to 100 individuals. ancestors will have increased power. The most important power objects. In fact. and so forth. an angry reaction to a practical joke. much as they did during life. challenge the candidate to trial by combat. The closest thing to worship for the Kurabanda is the cult of the ancestors. declining to accept a gift. the Kurabanda will be unsure how to deal with Humans. if several individuals challenge. The eyes are arranged in such a way that the Edestekai have a 360 degree field of vision. but as an alliance between two families. on the other hand. a common theme throughout Kurabanda literature involves two lovers defying their families in order to remain together. Edestekai have three lower limbs arranged like a tripod. A male may have as many wives as he can support. his eldest son becomes chief.daughters. and giving a valuable gift to a Kurabanda without allowing a good chance of paying it back. The council interprets the traditional law for all cases. One of the most prevalent types of cases in court is a suit involving boundaries between hunting territories. Sacrifices are made to obtain the goodwill of the ancestors. If no one in the tribe challenges the right of the candidate to be chief. The chief is responsible for the care of the tribal shrine. Usually.

and the "Nurturers" who then carry the eggs internally and actually give birth to live young Edestekai. The Edestekai worship thousands of gods. the priests are the government. etc. a ritual of planting. or hair-like filaments. the sun and stars would not stay in place. etc. etc. and peace. and any act of violence except in self-defense is strictly punished and requires a lengthy ritual of purification. a typical village contains about a thousand Edestekai. The supreme ruler of the Edestekai is a High Priest who lives 37 CULTURE The primary values of the Edestekai are order. a ritual for protection from enemies. The trisex family is the basic unit of Edestekai society. Edestekai believe that meat should be eaten only by the gods. If an outsider becomes completely accepted into Edestekai society. for the Edestekai believe that if the rituals are not performed at the proper time. and all life ends. Edestekai abhor killing and violence. the Edestekai keep large numbers of blotes. There are three gods which are most important among these. idol-makers or even priests. and are thus vegetarians themselves. Edestekai will defend themselves if attacked. oceans flood the world. whistles. Edesti nurtured the "Chosen Ones". a hard shell-like material. Religious rules. causing the world to end as stars fall from the skies. and have been known to fight with an almost insane fury when their religious principles are at stake. fertility and abundance of lands and crops. artisans. They cultivate fields of a tuber called morda and several varieties of a grain known as arbon. There are rituals for almost all aspects of Edestekai life: a ritual of rain. There is no distinction between the government and the religious authorities. Viewed from ground level these houses appear to be only a few feet high. creatures. The Edestekai strongly hate the Ul-Mor. Nurturers are expected to remain in the household and perform child-rearing and maintenance duties. The lesser gods were then given control of various areas of functioning in the universe. The houses often continue into the hillside for quite some distance. docile amphibians about the size of a dog and similar in appearance to a salamander. winds. Fertilizers are free to become skilled workers. But then the goddess. and eyes. Religion is the strongest cultural force in Edestekai life. who hunt for meat. The gods receive their power from magical rituals which the Edestekai perform. there is a chance the gods will lose too much power. The Edestekai communicate by means of a language composed of shrieks. moons. There are two physiological factors which have greatly influenced Edestekai culture: the fact that Edestekai are trilaterally symmetrical and the fact that they have three sexes. Edestekai bodies and limbs are encased in an exoskeleton made of chitin. because the Ul-Mor manhood ritual involves trying to kill a quickdeath. Edesti ("Order") intervened and the world in its present form came about to crown the creation. a captive quickdeath. In addition. and would prohibit outsiders from their villages if this did not conflict with their values of non-violence and peace. Nothing could live or grow in this world. Organization above the village is in the hands of the elected High Priest and his immediate followers. These are each equal in authority and power. Edestekai prefer to remain isolated from the other intelligent species on Volturnus. Except for their tentacles.are roughly analogous to a Human elbow and wrist. Nothing is allowed to interfere with the performance of these rituals at the proper time. the Edestekai. Egg Layers are expected to cultivate crops and assume general responsibility for maintaining the food supply. The Edestekai believe that Egarit ("Light") and Elenehet ("Darkness") created the world. Non-Edestekai are not allowed to participate in these rituals. Below the third joint are three tentacles which are used for grasping and manipulating objects. cilia. rituals and beliefs control almost all facets of daily life. in Edestekai society. and other sounds combined with clicks of the limbs and signs with the grasping tentacles. These she made trilaterally to reflect nature of ultimate divine authority. Edestekai live in dug-out stone houses. The Edestekai cultivate this fungus on their blotes and harvest it about every six weeks. oceans. Underneath their bodies. Because of these values. . All religious teaching and ritual is under the control of priests. Most of these rituals take place on special consecrated grounds. but inside they are quite spacious. The Edestekai farm the hills of Volturnus. the "Fertilizers" who fertilize the eggs. Also living in the holy city is "Justice". they will tolerate outsiders provided the outsiders do not violate Edestekai law or interfere with the Edestekai religious rituals. and involve group singing. near the Crystal Stonehenge. stars. Edestekai have a number of special thick cilia. Higher society organization is on the village level. Krume looks something like shelf fungus. The gods represent the forces of nature: sun. They live in the holy city. The Edestekai believe that they have a special mission to magically assist the gods in the constant struggle against chaos. a ritual of harvesting. the oceans would not keep to their boundaries. a ritual to prevent or cure disease. They intensely dislike the Kurabanda. These cilia are used as a base to support the body when the limbs are extended completely straight. The sacred grounds where rituals are performed may not be touched or walked upon by any non-Edestekai. Blotes are hosts for a parasitical fungus called krume. and grows profusely on the skin of blotes. Edestekai see the Kurabanda as ignorant savages. The three sexes of the Edestekai are the "Egg Layers" who produce eggs. chanting and very intricate patterns of dancing. groans. The mouth of an Edestekai is located near the base of the body and is hidden by the special cilia. that individual's role in the rituals of the race is decided by the High Priest. Edestekai also use irrigation to create stagnant ponds where they grow a green algae called squill.

Those who are awake are aided in their efforts by the most capable of their descendants (many of whom have inbred genetic defects). the Kurabanda. The Eorna hope one of these races will eventually achieve a high level of civilization. historical. the people as a whole must agree that the priest/ judge's hallucination is in fact a True Vision. Anything which tends to destroy life and beauty should be discouraged. The pilgrimage and work time are considered holy. Such revelations are called True Visions. violence. but has offended the gods by appealing to them to cover up his or her guilt! The Edestekai believe that their god of justice takes the physical form of a quickdeath. To meet the Sathar challenge. The Edestekai legal system is based upon belief in oracles. If the number is odd. these animals are messengers of the god of justice and are holy animals. They have a rather large tail which is used for balance in walking. it can be physical. the Edestekai will see all player characters as obviously inferior creatures who must be tolerated. Each idol must be given proper reverence. Any individual who has worked in the holy city is held in special reverence. logical systems of thought. It is a crime punishable by death to steal an idol belonging to any Edestekai. Edestekai villages and houses are filled with idols of the various gods. high technology items. If the number is even. the accused is not only guilty of the original crime. Forty-six individuals remain in cryogenic sleep. great wealth. totally eliminated. CULTURE The Eorna worship beauty. or if necessary. Criminal behavior is handled by a EDESTEKAI REACTIONS TO PLAYER CHARACTERS. The thick hide of the reptile has been replaced with a coat of fur that serves as insulation in cold temperatures. Eorna society thus maximizes individual freedom of choice and minimizes social control of the individual. The Eorna have no priests or spiritual leaders. Accused persons are put on trial before judges who are also priests. The efforts of most surviving individual Eorna are given wholeheartedly to the Great Mission. To an Eorna. Their technology stresses mental control. artistic craftsmanship. intellectual. and eventually destroy the Sathar. As a form of worship.in the supreme temple near the Crystal Stonehenge. Player characters will find it difficult to make suggestions to Edestekai. A live quickdeath is always kept (in captivity) in the main Edestekai temple near the Crystal Stonehenge. Edestekai will react favorably to evidence of sustained. They believe that the purpose of life is to come to know true beauty. and other objects of beauty. etc. Of course. In extreme cases. or extreme religious piety. the priest picks a sheaf of arbon grain at random and counts the number of kernels on it. Punishments for crimes require the offender to pay back to the person he or she harms something of equal value to the harm done. often reinforcing the natural abilities of the Eorna. The original survivors of the Sathar attack have undergone cryogenic sleep. The number of Eorna is so small that they no longer need a formal society. Edestekai will react with great anger and hostility to any show of force. There are no social organizations other than the family. Most Eorna stand about 3 meters tall. but with sufficient technology and military skill to defend against. Eorna are warm-blooded omnivores who evolved to build an advanced technological civilization. Priests who have seen an authentic True Vision are regarded as living saints. When one of these individuals dies. but the final decision is left to the priest. The Eorna have artificially interfered with evolution on Volturnus to produce the Edestekai. Evidence and testimony are taken. There is NO appeal from any judgment made by a priest who has had a True Vision concerning the case in question. Each year a certain number of individuals from each village are sent to the holy city to labor for the High Priest. dedicated to beauty. and not merely a fantasy of the priest's own creation. the Eorna create magnificent sculptures of crystals and light. Death is administered by staking the criminal out with three stakes to be eaten alive by a quickdeath. a sleeper is awakened to replace the dead Eorna. great works of music. 38 . THE EORNA PHYSICAL DESCRIPTION The Eorna are a race of intelligent creatures descended from bipedal Volturnian dinosaurs. moral. and the Ul-Mor. Only 10 of the original survivors are awake at any given time. To the Edestekai. Their smaller forelimbs have developed hands that are somewhat human in appearance and function. Sometimes priests see visions or hear unknown voices. If the accused does appeal. the punishment may be legalized slavery. this is believed to be a special sign from the gods that the accused is innocent. This High Priest is elected for life by vote of all the other priests. the Eorna have undertaken what they call the Great Mission. The Eorna now see the Sathar as the ultimate enemy of all that the Eorna believe in. or sacrilege by any characters. the Eorna idea of beauty is not necessarily the same as that of Humans or other player character races. The Edestekai believe these revelations have been sent to reveal the will of the gods. based upon what the priest believes to be the will of the gods. peaceful hard work. Their vocal sounds are very different from those made by Humans due to the different structure of the Eorna palate. However. The Eorna long ago realized that their numbers were too few to survive as a race. The Eorna are natural hypnotists. creative work is in itself a religious experience. Priests always wear a shawl of quickdeath hide when hearing a case. communications from the gods. which can take many forms.

It is important that the referee eventually allow the player characters and the Eorna to become allies. Finally. Without such an alliance. but will eventually take the player characters into their confidence. any destruction or vandalism of works of art or intellect. there will be no hope of defeating the Sathar armada which is already en route to Volturnus. The Eorna legal system remains the one that was used before the Sathar attack which nearly destroyed their race. The prison and mental hospital systems have largely broken down. This system works for the Eorna because they all share the same basic goals and ideals (the Great Mission). Eorna law recognizes that there may be extenuating circumstances involved in a criminal act. 39 . and the Eorna are likely to discuss the finer points of beauty with these characters for hours. Some criminal or insane Eorna do exist and wander free in a few areas of the planet. The robot police frequently malfunction due to neglect. EORNA REACTIONS TO PLAYER CHARACTERS The Eorna will be impressed by any player character who shows an interest in beauty. Any form of unnecessary violence. Eorna law recognizes a special appeal based upon the criminal's value to society. all sane Eorna will recognize an obligation to provide food. All laws have been codified and entered into special computers. water. and medical attention to any other intelligent creature. In some cases convicted criminals may be required to provide some type of restitution to the victims of their crimes. no matter how repulsive. Regardless of a player character's behavior. The Eorna will at first be wary about explaining the Great Mission to the player characters. The usual punishment for serious violations is imprisonment in a mental hospital. The system tries to evaluate a person's intentions and motives when considering guilt or innocence. Extremes of bad behavior may result in an Eorna calling the robotic police by means of the computers found in most Eorna dwellings and work places.computerized/robotic legal system. or any similar behavior on the part of a player character will cause an unfriendly reaction from the Eorna. Computers run the robot police and serve as ultimate judges in all civil and criminal cases.

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VOLTURNUS. PLANET OF MYSTERY is the second in the Volturnus series of modules for the STAR FRONTIERSTM game. and the help of the Ul-Mor. hostile world.. On this planet of mystery and danger. Are you equal to the challenge that lies ahead? VOLTURNUS. included in the STAR FRONTIERS book. The Volturnus adventure will be continued in SF2: STARSPAWN OF VOLTURNUS. enabled you to survive. your luck and skill. PLANET OF MYSTERY contains maps and referee’s notes. Volturnus: a barren.. Part 2 42 . SF1: THE VOLTURNUS ADVENTURE. as well as full information on several creatures and intelligent races inhabiting the planet. a mysterious tree dwelling race. The Kurabanda.The adventure is explosive. When a pirate attack stranded your party of adventurers here. are your only hope of finding the lost explorers you seek. It can be played as a separate adventure or as a continuation of CRASH ON VOLTURNUS. survival itself is doubtful.

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